__________________________________
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| Final Fantasy Dimensions |
| Version 0.40 |
| |
| Author: JDX22 |
| E-mail: stokes.jar@gmail.com |
| |
| Host Sites: |
| GameFAQs (www.gamefaqs.com) |
|________________________________|
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|~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~|
| | Table of Contents | |
|~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~|
| | | |
| | I. Versions ------------------------ [ffd_ver] | |
| | | |
| | II. Legal Info ------------------------ [ffd_leg] | |
| | | |
| | III. Introduction ------------------------ [ffd_int] | |
| | | |
| | IV. Walkthrough ------------------------ [ffd_wal] | |
| | Prologue ------------------------ [ffd_pro] | |
| | Chapter 1 ------------------------ [ffd_ch1] | |
| | Chapter 2a ------------------------ [ffd_ch2a] | |
| | Chapter 2b ------------------------ [ffd_ch2b] | |
| | Chapter 2c ------------------------ [ffd_ch2c] | |
| | Chapter 2d ------------------------ [ffd_ch2d] | |
| | Chapter 3a ------------------------ [ffd_ch3a] | |
| | Chapter 3b ------------------------ [ffd_ch3b] | |
| | Chapter 3c ------------------------ [ffd_ch3c] | |
| | Chapter 3d ------------------------ [ffd_ch3d] | |
| | Chapter 4 ------------------------ [ffd_ch4] | |
| | | |
| | V. Reference ------------------------ | |
| | Sundries ------------------------ [ffd_sun] | |
| | Weapons ------------------------ [ffd_wea] | |
| | Armor ------------------------ [ffd_arm] | |
| | Shops ------------------------ [ffd_sho] | |
| | White Magic ------------------------ [ffd_whi] | |
| | Black Magic ------------------------ [ffd_bla] | |
| | Eidolons ------------------------ [ffd_eid] | |
| | Bestiary ------------------------ [ffd_bes] | |
| | Experience ------------------------ [ffd_exp] | |
| | | |
| | VI. Jobs ------------------------ [ffd_job] | |
| | Warrior ------------------------ [ffd_jwar] | |
| | Monk ------------------------ [ffd_jmon] | |
| | Thief ------------------------ [ffd_jthi] | |
| | Red Mage ------------------------ [ffd_jrmg] | |
| | White Mage ------------------------ [ffd_jwmg] | |
| | Black Mage ------------------------ [ffd_jbmg] | |
| | Summoner ------------------------ [ffd_jsum] | |
| | Dragoon ------------------------ [ffd_jdra] | |
| | Bard ------------------------ [ffd_jbar] | |
| | Memorist ------------------------ [ffd_jmem] | |
| | Paladin ------------------------ [ffd_jpal] | |
| | Seer ------------------------ [ffd_jsee] | |
| | Ranger ------------------------ [ffd_jran] | |
| | Dark Knight ------------------------ [ffd_jdkn] | |
| | Dancer ------------------------ [ffd_jdan] | |
| | Ninja ------------------------ [ffd_jnin] | |
| | Magus ------------------------ [ffd_jmag] | |
| | | |
| | VII. Abilities ------------------------ | |
| | Warrior ------------------------ [ffd_war] | |
| | Monk ------------------------ [ffd_mon] | |
| | Thief ------------------------ [ffd_thi] | |
| | Red Mage ------------------------ [ffd_rmg] | |
| | White Mage ------------------------ [ffd_wmg] | |
| | Black Mage ------------------------ [ffd_bmg] | |
| | Summoner ------------------------ [ffd_sum] | |
| | Dragoon ------------------------ [ffd_dra] | |
| | Bard ------------------------ [ffd_bar] | |
| | Memorist ------------------------ [ffd_mem] | |
| | Paladin ------------------------ [ffd_pal] | |
| | Seer ------------------------ [ffd_see] | |
| | Ranger ------------------------ [ffd_ran] | |
| | Dark Knight ------------------------ [ffd_dkn] | |
| | Dancer ------------------------ [ffd_dan] | |
| | Ninja ------------------------ [ffd_nin] | |
| | Magus ------------------------ [ffd_mag] | |
| | Fusion ------------------------ [ffd_fus] | |
| | | |
| | VII. Credits ------------------------ [ffd_cre] | |
|_|_________________________________________________________________________|_|
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| I. Versions [ffd_ver] |
|_____________________________________________________________________________|
Version 0.25 -- 10/09/2012
-- First release of the guide. Walkthrough through Chapter 2c: An Enchanted
Reverie. Placeholders for all planned sections, completed through the
same section.
Version 0.40 -- 10/12/2012
-- Completed through Chapter 2.
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|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
| II. Legal Info [ffd_leg] |
|_____________________________________________________________________________|
Obligatory copyright info:
This document is copyrighted to me, Jarrod Stokes (JDX22). It is intended for
private use only, and I do not authorize the use of any or all parts to any
electronic media involved in a commercial business. It cannot be used for any
profitable purpose and is designed for free, private use only. Breaking any of
these rules is in direct violation of copyright law.
The only approved host website (as of now) is GameFAQs.com. If you are a
webmaster of the site that would like to host the document, contact me
personally and when I give you explicit written permission, you can post it in
its original format without change.
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|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
| III. Introduction [ffd_int] |
|_____________________________________________________________________________|
So this is my first FAQ. I've been an avid gamer, specifically RPGs, Adventure
and the like, since I was maybe 5. I was part of the Dragon Warrior via
Nintendo Power wave, which is cool to say historically-speaking.
I've taken notes and built my own guides before, mostly tracking systems for
completing achivements or streamlining information, and the lack of
centralized info on this surprisingly well-developed game made me want to try
my hand at it. I'm definitely not the funniest writer on the internet so this
will be more factual than a hilarious read. I also don't care about putting in
information you can get in-game by reading tutorials like the button scheme or
superfluous stuff like character descriptions, which falls under 'spoiler'
territory for me. Not that character bios are spoilerific, but I want this
to be a gameplay guide, not a story or incidental one.
So take this all with a grain of salt, and I will absolutely appreciate (most)
any and all (constructive) criticism. I know there are tons of people with
great advice and insight and I would love to hear from them!
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| IV. Walkthrough |
|_____________________________________________________________________________|
===============================================================================
Prologue [ffd_pro]
===============================================================================
Watch the cutscene until you have control over Sol, Glaive and Diana. Head
south and around the mountains to the Checkpoint. Watch the cutscene until
Aigis joins your party. Head back north and around the mountains to the town
of Lux.
+-----+
| Lux |
+-----+
Items: Potion, Eye Drops, 100 gil, Leather Hat, Phoenix Down, Potion, Tent,
Maiden's Kiss, Silk Robe
When you're done exploring, head north to the Castle Lux for a cutscene and the
secret entrance to the dungeon.
+------------------+
| Below Castle Lux |
+------------------+
Items: Leather Shield, Tent, Broadsword, Potion, Leather Helm, Potion,
100 gil
When you enter the basement, go right for a Leather Shield. Take the north
stairs down. Take the right fork here to pass a chest with a Tent. Head north
and west for a Broadsword and a Potion in two chests. Further north is a
staircase back up.
Head to the left and pull the chain to open a gate. Backtrack and head right to
find 3 treasure chests with a Leather Helm, a Potion and 100 gil. Continue to
the north to find a staircase leading back into the castle.
+------------+
| Castle Lux |
+------------+
Items: Antidote, Leather Shoes, Potion, 200 gil, Eye Drops, Phoenix Down
Once inside the castle head north for a custcene and your new mission. Then
head south to explore the castle.
The left door leads to a room with mages and an Antidote inside a pot. Taking
the left staircase leads to the west tower where there are Leather Shoes in the
rear left pot. A pot on the right holds a Potion. Continuing upstairs and
through the gap in the wall leads to 2 treasure chests with 200 gil and some
Eye Drops. Cross over the walkway to the east tower and find a Phoenix Down in
a pot here.
There isn't anything else to find in Lux so head east from town across the
bridge and north through the mountains to find the Northern Cave. There's a
Chocobo Forest just north of the castle with both Yellow and White Chocobos, so
you can take a ride if you'd like. Enter the cave when you're ready.
+---------------+
| Northern Cave |
+---------------+
Items: Cotton Cap, Sacred Candle, Maiden's Kiss, Ether, Dagger,
Leather Shoes, Leather Armor, Tent, Phoenix Down
Take the staircase inside and head east for a chest with a Cotton Cap. Heading
north from the entrance and to the left is a chest with a Sacred Candle. Go
down and head east, stopping at the chest for a Maiden's Kiss. Once on the
upper ledge to the east, loop down and right for another chest and an Ether. Go
back to the split and head up the stairs to 2F.
Head clockwise to find a Dagger. Return to the floor entrance and work your way
down, finding a chest with Leather Shoes inside, and ignore the second stairs
up to go left instead. The chest here holds Leather Armor. Continue on and down
the stairs for a save point. You can use a Tent here, but probably don't need
to.
In the next room you'll find a new party member and a boss battle.
*********
Manatoise
*********
Your new party member has Red Magic to level 3, so make use of his spells. The
Manatoise is weak against Ice, making him and Aigis your MVP's. The Manatoise
can attack with Carapace for 40-50 damage so just keep Diana on healing duty.
After the fight head down and around towards a chest with a Tent. Then go all
the way to the top of the screen for a Phoenix Down. Mog will sell you some
gear (the same as Lux) if you want it before you exit the cave.
Once outside, make a quick loop and get ready to enter the Crystal Temple.
+----------------+
| Crystal Temple |
+----------------+
Items: Feathered Cap, Bronze Hauberk, Phoenix Down, Antidote, Bronze Helm,
Bronze Armor, 600 gil, Potion, Pointy Hat, Tent, Rod, Metal Claw
Proceed directly ahead and through the door. To either side of you is a visible
door and a door heading downwards. Each avenue has a chest, so explore to find
a Feathered Cap and Bronze Hauberk to the east and a Phoenix Down and Antidote
to the west. Further to the north are stairs leading to 2F.
This floor looks similar to the ground level, so work your way down and check
the side rooms for a Bronze Helm in the eastern room and then a Bronze Armor in
the center room. Nothing is in the left path, so head down and through the door
in the back of the structure for 600 gil. On the southside of the same
structure is the staircase leading up to 3F.
Through the back door of this structure is another chest, this time with a
Potion. Take the left path at the fork for a chest with a Pointy Hat and a
south-facing door leading to a Tent. The stairs to 4F are to the right side of
the fork.
In the room ahead of you, to the right of the large path, is a Rod. The
opposite room across the hall holds a Metal Claw. Finally, head down the
path to the final save point of the Prologue. North of here is the Crystal
Chamber, and like all good Final Fantasy's, you know a save point means...
**********
Watchbeast
**********
The Watchbeast is weak to fire, so make sure you use Elgo as your main offense
for a lack of many other options. Diana can heal while the others chip away at
his health. He has a Blaze attack which hits your whole party for about 40 HP
which shouldn't be a crisis at this point. When you deplete his life, he'll
charge and attack with Soul Despair which reduces everyone's HP to 1 and
forces a custcene.
Here you'll get glimpses of your future guest characters (and guest, archetypal
PC's) before four other warriors come in and go after the crystal, bringing an
ominous narration break and the Prologue to a close.
Note that the game will repeatedly ask if you're sure you want to save when
transitioning between sections. This is due to the original installment format
of the game on Japanese cell phones. The English port allows you to (mostly)
go back and visit areas you've already been to.
===============================================================================
Chapter 1: Reckoning [ffd_ch1]
===============================================================================
The action picks up introducing the four mysterious warriors and some new
characters, including an Imperially-inclined Cid. The exposition here takes
some time so get comfy.
+----------+
| Harmonia |
+----------+
Items: 2x Potion, 2x Antidote, Tent, Phoenix Down, Potion, Chest (5x Potion,
3x Phoenix Down, 3x Golden Needle, 5x Antidote, Tent, 1000 gil)
When you're given control of Nacht, Alba and Dusk, take a minute to explore for
goodies. The upper-leftmost barrel and the lower-right pot both have Potions in
them. Alba's house, in the northeast, has an Antidote in the pot. The house
south of here has a pot with a Tent. Inside the middle house to the south is a
bar with some soldiers and a Phoenix Down inside the pot. The house to its left
has an Antidote inside the pot. The large house north of these is filled with
villagers and a northeast pot with a Potion.
When you're done, make your way outside and to the nearby airship. There aren't
any battles to fight yet so just enter the airship and speak with the guard to
board the airship. You need to speak to everyone in the room to initiate some
more traveling introductions. At this point, Cid will give you a chest with
some equipment and items for your party.
After the airship lands you'll notice a soldier with a healing pot in case you
run low on HP/MP. You could fight some battles if you'd like, but it won't make
much difference before you get your first Jobs. Just head north to the mountain
pass.
+---------+
| Mt. Lux |
+---------+
Items: Iron Bangle, Potion, Tent, Iron Bow, Leather Shoes, Hi-Potion,
Kenpogi, Ether, Phoenix Down, Spear, Iron Shield
Follow the path and climb up the first two cliffs. The cliff to the right at
this split leads to a chest with an Iron Bangle. Go all the way west to another
cliff, this one heading down, for a Potion. Now take the center cliff up to Mt.
Lux: East.
Go up the left cliffs for an Antidote. Taking the right cliffs up leads to
another split, the east cliff holding a Tent. Further up the mountain you can
double back down a cliff to find an Iron Bow. All the way up the mountain is a
cliff to the next area.
At this point you may have noticed that the Bombs tend to use Self-Destruct
when they get low on HP, so be careful to group your attacks to finish them
off. The Iron Bow can be useful for Dusk to some damage, since you'll want to
keep him in the back row at all times.
At the Summit you'll find a save point and two chests. The lower one holds some
Leather Shoes, the chest at the very top of the mountain holding your first Hi-
Potion. To the left is a cliff where you can start your descent down Mt. Lux:
West. There will be a few new enemies here as well.
Straight down is a hard-to-miss chest with a Kenpogi in it. Didn't this use to
be multiple words in prior games? The tall spire nearby has an Ether and a
Phoenix Down is near the top of the stairs. A few short cliffs down put you
next to a chest with a Spear, which doesn't add much attack to the Iron Sword
you already have but comes with the Wind element that all flying enemies are
weak against. Head down a series of cliffs to Mt. Lux Base: West.
Another series of cliffs lets you head to the left and climb up again for an
Iron Shield. At the very bottom of the mountain is a short cutscene and the
exit. Head immediately south of the mountain to find the reverse entrance to
the Crystal Temple.
+----------------+
| Crystal Temple |
+----------------+
Items: Iron Helm, Iron Armor, Phoenix Down, Tent, Main Gauche, Headband,
Ether
There will be a healing pot to your right which you can make good use of before
you delve in. A staircase will take you to 2F.
You're faced with two doors here. Take the right door and stairs back down 1F
and an Iron Helm. Back at the split take the left door and stairs to another
section of 1F. There is a staircase here, but don't take it before you search
the unlit candle to open a secret passage and collect the Iron Armor. Then
proceed up to 2F.
Wind around the path there and go down the stairs. Back on 1F you'll be in an
isolated room with two chests containing a Phoenix Down and a Tent. Return to
2F and go up another set of stairs to 3F.
You'll find three doors in front of you here. The middle one leads to another
two doors facing down, the right of which has a chest and a Main Gauche. The
right door has a Headband and the left an Ether. Now you can run around the
room and up the stairs to 4F.
There's another save point here, so heal as you see fit and prepare for battle
and head north to join the two stories' timelines.
**********
Watchbeast
**********
Same fight as before, except that this time when you knock its HP down by 1600
its Soul Despair won't call the battle off. Have Dusk ready to Cure the party
and hammer out another 600 in damage to kill it.
+----------------+
| Crystal Temple |
+----------------+
Jobs: Warrior, Monk, Thief, White Mage, Black Mage, Red Mage, Summoner
Storyline and plot happen for a bit, leaving you with half of your communal
party, and not in the appropriate combination. Talk to Elgo, and then the two
members of the Harmonia group to have them join your party. Talking to Elgo
again will really get the game in motion. Pick up the Crystal shards to get
your first 7 Jobs. Another conversation will happen with Elgo and the group
before you're free to get the hell out of there.
The basic idea here is to get a character as high in a Job as possible so that
they can unlock all its abilities and benefits. I started with a generic
Warrior, Monk, White Mage and Black Mage combo for Sol, Aigis, Sarah and Dusk
respectively. Until you start getting JP to spend increasing your level cap
you'll probably be able to get several of their jobs to the initial cap of 3.
This is also a good way to get some freebee Fusion Abilities. See the
F-Abilities for more info.
Once you've coordinated your party, head back the way you came originally to
exit the Crystal Shrine. Luckily you won't have to go back through the Northern
Cave thanks to a convenient leveling of the mountain and you can proceed
directly back to Castle Lux. Once you get there, the group will decide to
continue further on and explore what's happened with the world. Before starting
out though, make sure you go back to the northern Chocobo Forest and catch a
yellow chocobo - this will gain your party the Chocobo summon magic.
Head south to the Checkpoint, which is now vacant. Once through you can head
south again through a narrow mountain passage to the town of Liene.
+-------+
| Liene |
+-------+
Items: Antidote, Golden Needle, Hi-Potion, 10 gil
Explore the town to find a few items and hear some chatter about how the world
is a disaster. There is an Antidote in the pot between the two northeastern
houses and a Golden Needle in the pot on the outlook to the south. If you walk
under this outlook on the ground level, you can get a Hi-Potion from the pot
near the lake. Lastly, don't forget to pick up your 10 gil from a barrel on the
ground level left of the Weapons Shop.
To progress the story, you need to stay at the Inn and see a cutscene featuring
Dusk and Aigis. Then you're free to head towards Castle Liene, which is
inexplicably not near the town. En route you'll come across a mountain path.
+-----------+
| Mt. Liene |
+-----------+
Items: Potion, Oak Staff, Ether, Tent, Antidote, Golden Needle, Metal Rod,
Hi-Potion, Headband, Kenpogi
When you enter Mt. Liene: South Base there will be a brief scene before you can
proceed. Continue forward and up the stairs to a chest in the upper right
containing a Potion. Then weave around to the west and north up a ladder
towards a cave entrance.
Inside, a chest immediately to the right holds an Oak Staff. When you go
further in the cave there will be a split in the path. Go out through the first
door your find to Mt. Liene: South. A short ways across a bridge is a chest
with an Ether. The rest of this path is a dead-end, so head back inside and to
the right to the other exit.
Back in the same area but across the canyon, head west and up until you have a
choice of paths. The lower path leads to a chest with a Tent. The upper path
leads inside the mountain to a small room with a save point. Once outside
you'll be on Mt. Liene: Summit. Again you'll have a brief scene and the party
will learn the Magic Missile F-Ability.
Continue down from the Summit and down a ladder back into the mountain itself,
Mt. Liene: North. Take the ladder to your right for a quick descent to a chest
with an Antidote. Back around and down the left ladder is another chest with a
Golden Needle, and an exit from the cave.
Once on the outside again there will be a chest immediately in front of you
with a Metal Rod in it. The path leads around and up a bit before going down
again and splitting in several directions. First, you can climb the short
stairs for a Hi-Potion in the chest. Inside the cave entrance, a short path
goes to a chest holding a Headband. Then you can proceed south to the last
area of the mountain.
Once in Mt. Liene: North Base the stairs will lead down. If you double back up
those on the left, you can get a Kenpogi from the chest. Take a quick trip down
the rest of the stairs and you'll exit Mt. Liene onto the world map with Castle
Liene a short distance to the west.
+--------------+
| Castle Liene |
+--------------+
Items: Bard's Tunic, Tent, Elixir, Baghknakhs, Phoenix Down, Longsword,
Iron Helm, Iron Armor, Main Gauche, Ether
It won't take long to realize you won't have an especially warm welcome, and
need to explore the castle while fending off a number of guards. Kill the first
group of 3 Soldiers and then head into the castle proper.
There are a few locked doors blocking your exit out the back of the castle, so
we'll have to find a key first. Head into the eastern room to find a Soldier
willing to sell you supplies and a pot which will restore your HP/MP. You can
also grab a Bard's Tunic and a Tent in the chests.
Back in the entranceway, head up the stairs and into the Throne Room to find an
Elixir hidden in the northeast pot. The door to the bottom of the screen will
lead you outside.
Loop around the main part of the castle and enter the doors for a chest with a
pair of Baghknakhs. Further up is a staircase going back down into a new part
of the castle. The pot in the lower right has a Phoenix Down inside. Take the
other staircase to go further into the basement.
In this section you'll see soldiers walking around. If you run into them you'll
have to fight a combination of normal enemies. Keep in mind that some walk
around slowly but some will speed after you pretty quickly.
Before going up, go all the way to the right and take the staircase. This will
take you to a room with a chest and a Longsword, and another set of stairs
leading to two chests with an Iron Helm and Iron Armor inside. Then you can go
back to the lower level and go upwards through the narrow paths. Take the left
path first for a chest with a Main Gauche. Double back and take the right path
past some soldiers and into a room with a staircase leading further down.
Use the Save Point if you need to and prep for a mini-boss battle. This will be
against the Hell Minion, who calls a chimera-type enemy called Butch after you
do some damage to him. Butch has a few strong attacks, including Roar to Stun
you and Feeding Time which drains your life to him. Don't worry too much, but
don't let your HP drop very low either. Also keep in mind that you don't have
to kill Butch to win the battle. If you keep attacking the Hell Minion in the
back row and kill him first, he'll tell Butch to avenge him and Butch runs
away. This is awesome, incidentally. You won't get the experience or AP from
Butch if you don't kill him , so it's your call. If you do, the Hell Minion
will heal himself for 500 HP before attacking again.
Once you're out of the battle, free the Gnome from the first cell and talk to
him about collecting Fangs and Tails. There's nothing you can do about this
yet. When you free the guy in the second cell, check the pot inside for an
Ether. There's nothing else you can do down here so backtrack all the way to
the first entrance room.
Here you'll see a soldier unlocking the door to the left. Follow him in and
your party will comment on how he must have used a secret entrance. You can
explore the items in the room, but to unlock the door you need to grab some
water from the bottom leftmost pot and water the flowers with it -- this will
open a door hidden behind the bookshelf. You may also want to take the time to
stop in and refresh your HP/MP with the pot in the east room, but there isn't
much of the dungeon left. Once you go through the secret door you'll be able to
go north and exit the castle, as well as open the last locked door to the south
which will connect the entranceway on both sides.
Once you get out of the castle, walk northwest towards the grounded airship.
You can also catch a Black Chocobo in the Chocobo Forest if you've forgotten
anything you want to do before you finish the chapter.
+---------+
| Airship |
+---------+
Items: Iron Shield, Crossbow, Potion, Phoenix Down, Star Pendant,
Wizard's Hat, *Aft Deck Key, Chain Whip, Hi-Potion, Iron Bangle,
Battleaxe, Ether
Once you're onboard the airship you'll have to fight off a Swordsman and 2
Battlemages. This will give you an idea of the enemies you'll be fighting here.
You automatically enter the airship itself, so get acclimated and get going. In
the room in the center here is a Save Point and a Mog salesman.
Go further up in the main corridor and find a ladder heading down into the
belly of the ship. You have two doors on either side and a bottom-facing door
to choose from. The left door holds a chest and an Iron Shield, while the right
door has an alarm-triggered chest. You'll have to fight off 2 Swordsmen and 2
Sergeant Majors, but get a Crossbow for your troubles.
Heading down through the bottom door you'll find more soldiers wandering around
like in Castle Liene. This part can play more like a stealth game though, so
hide around corners if you want to avoid unnecessary battles.
You'll have some more path decisions here. The lower right door has a chest
with a Potion. Above it in the upper right is a chest with a WHAT? and two
soldiers. There isn't anything in the upper left room besides two more
soldiers, so use the lower left door to find a dead end room with a switch on
the wall. Pulling it will open a trap door letting you climb down the ladder.
You can go either way here and still find everything. I chose to go left. This
brings you face to face with two guards and a chest containing a Phoenix Down.
Slightly further up is another chest holding a Star Pendant. The door here will
be on your right.
This corridor runs north and south, and there is another door to the east which
will circle back to the ladder. If you head down quickly you can grab a
Wizard's Hat. You need to go all the way north here, so use the bags and crates
to avoid enemies. There will be a lone door branching off to the left. This
room has a Save Point if you need it before another mini-boss battle.
Enter the Storage room to the north and throw down with a Swordsman, a
Battlemage and 2 Cavalier. After you beat them you'll get the *Aft Deck Key,
which will unlock the door beyond the Mog. To get there, double back but take
the right door out of the corridor this time. On the other side of the soldier
here is a Chain Whip. At the lower part of the room past the other soldiers you
can find a Hi-Potion. This is all to be found in the lower portions of the
airship, so make your way back to the Mog.
Climb up the ladder into a long north-south hallway with some soldiers. You can
still sneak around them to the two rooms on either side of the hall, an Iron
Bangle to the left and a dead end with two switches to the right. Pulling the
left switch here sounds an alarm with 2 Battlemages and a Cavalier. The right
switch will open a door to the side leading to chests with a Battleaxe and an
Ether. Then you can go to the end of the hall and use the Aft Deck Key to
access the Bridge.
******Mild Story Spoiler Here******
You don't need to unequip any of your temporary party members to keep their
gear like in the original 16-bit iterations, whatever they have on when they
leave your group will be added to your inventory.
******End Spoiler******
You'll have a few consecutive fights here. The first is against 2 Battlemages
and a Cavalier. Then you have to take down 3 Cavaliers. The second is the real
boss fight, against a Battlemage, a Phalanx and the Captain. The Battlemage and
Phalanx act like normal, so knock them out quickly and focus on the Captain.
After this fight you'll have a few short scenes and be introduced to Baugauven,
one of the "four Avalonian Generals." These are the four elemental bosses that
you'll face throughout the game. He will then kill you. After some more scenes
you'll have to fight one more battle against a Cavalier and 2 Battlemages
before the airship crashes. You'll get a brief scene of the other party as well
before closing out Chapter 1.
===============================================================================
Chapter 2: The Generals Approach
===============================================================================
____________________________________________
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
World of Light: A Dragon's Love [ffd_ch2a]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You'll get 5 JP to start the Chapter and regain control of your party in a
field with the airship ruins. You aren't given much choice in direction, so
head to the nearby town.
+--------+
| Braska |
+--------+
Items: Phoenix Down, Potion, Hi-Potion, 50 gil
Exploring the town will find you a few items. In the main area, the
northwestern crate holds a Phoenix Down and the northeastern crate has a
Potion. You can find a Hi-Potion on the shelf in the house with the old couple
and 50 gil inside a pot in the large house. There isn't actually anything to do
in the town, so stock up on any supplies you may want and keep moving to the
adjacent cave.
+---------------+
| Cave to Deist |
+---------------+
Items: Hi-Potion, Silver-spun Robe, Bandana, Phoenix Down, Healing Staff,
Tent, Steel Shield, 1000 gil, Poison Knuckles, Ether
Immediately to your right once you enter the cave is a chest with a Hi-Potion
inside. Continue north and to the left, where you should take the southern path
for a Silver-spun Robe. The western path at that same fork will lead you to the
next floor.
Follow the path as it weaves to the west and south, taking the right path when
given a choice to find a Bandana in the chest. The stairs are visible from here
down the western path.
On the 3rd Floor you'll see a chest holding a Phoenix Down. There's a save
point across the bridge here if you need it. When you proceed to the west
again, stay on the lower level to get a Healing Staff. This will case Cure when
you use it as an item, although it doesn't seem to be as effective as your
White Magic since it doesn't benefit from any stat boosts. Now you can loop
around on the upper path, going all the way east along the lower ledge for a
Tent before using the center bridge and stairs.
In this room you'll want to take the right path again and find a Steel Shield.
There isn't anything else on this floor so you can loop around and take the
staircase.
Here you'll want to go to the right at the top of the ladder, where there's a
chest with 1000 gil. Another ladder to the left of here leads down and to a
chest holding some Poison Knuckles. Finally, continue along the upper path for
an Ether, a Save Point, and the southern exit.
Note that there's a room to the north of the Save Point where you can run into
a rare Chimera enemy. It isn't much more difficult than other normal enemies,
although you should watch out for its Aqua Breath attack and it seems to attack
more quickly than other enemies at this point. You can sometimes win a Small
Tail from it, which can be traded for items later in the game.
When you leave the cave you'll be attacked by a Drake. This isn't a fight you
can win, however, and you don't even need to deal any damage to it for the
fight to end. You can steal a Hi-Potion from it if you have a Thief in your
party.
Once you're back on the Overworld you can head south to the town of Deist and
continue the story.
+-------+
| Deist |
+-------+
Items: 300 gil, Silver Bangle, Hi-Potion, Antidote, Drowsy Ring,
Abel's Spear, Golden Needle, Sleep Sword, Protect Bangle
When you walk in to town you'll have a short scene before you can explore.
There are 3 pots outside holding 300 gil, a Silver Bangle and a Hi-Potion. For
the first you need to head down towards the bottom of the screen through an
unseen door, just to the right of the town entrance. A similar trick will get
you the Silver Bangle, this time all the way to the right of the town. The
Hi-Potion is found on the other side of the cave within the town, next to the
boy.
For the interior items, the Antidote is in Ricard's house; the Drowsy Ring is
on the shelf near Ebba; and there is a Golden Needle in a pot in the house with
the old woman and family.
You'll notice in the short cave here that there is a chain similar to the one
you pulled underneath Lux Castle. When you pull it another entrance will open
further into the cave. A Mog here will tell you that there are dangerous
monsters before recommending you come back after adventuring more -- I'll
recommend the same, if not as much longer as the Mog might mean. The cave holds
one enemy, the Avenger, who is similar to the pesky Lil' Murderer from the
Lunar Subterrane in FFIV, if you remember that. If you Libra it, it will show a
weakness to all elements. This is indeed a lie. If you use any element on it,
it will cast the -aga level equivalent on you. It also counters general magic
spells with a strong Bio spell, and physical attacks with a strong physical
attack. Given how far you aren't into the game, this notably limits your
options, but after some more exploration in this chapter you should be fine.
You need to talk to a few specific people here to progress the story:
specifically Ricard in the house to the east, Ebba in the large house to the
north, who will give you Abel's Spear, and possibly the father on the upper
level to the east who mentions his son. After this you should have enough
information for the next objective, a field to the west of Deist
+--------------------+
| Dragonweed Gardens |
+--------------------+
Once you enter the field west of Deist, you'll automatically be put into a
scene and a mini-boss battle with some Avalonian troops.
Nothing out of the ordinary for this battle. The Ensigns can heal using Cura
and the Lieutenant will attack more frequently than your party can, otherwise
they don't hit harder than expected. You can steal some decent equipment if you
don't want to bother buying it, Tyrfings from the Ensigns and a Steel Armor
from the Lieutenant, but don't drive yourself crazy. Once you're finished here
you can proceed east of town towards where the dragons live.
+---------------+
| Dragon Valley |
+---------------+
Items: Antidote, Phoenix Down, Ether, Hi-Potion, Bronze Armlet, Slasher,
Chainmail, Echo Grass
East of town is the Dragon Valley. You'll notice that the Drake is waiting for
you at the entrance, but he won't attack you this time. After your party
members have a quick chat you can access the valley itself.
Head up the stairs and ladder, moving to the east and down a second ladder for
an Antidote. Going in the opposite direction and up the ladder will lead you to
the next area, clearly marked with some rocks along the path.
This is where you'll fight the Drake again! You still can't "win" the fight,
but you do have to do some damage, so steal another Hi-Potion if you want and
knock him around a bit before he flees. In the far southeast corner you can
find a Phoenix Down. Opposite here, in the northwest, is a chest with an Ether.
The path will continue to the east from here.
In this new section, a chest lies slightly south of where you start containing
a Hi-Potion. The path goes further east where you're given another choice of
direction. Head south and pick up a Bronze Armlet before heading north into a
new zone.
There are a few different levels here, and if you look closely you can see that
you can pass underneath one of the overhangs to the left. This leads to a dead
end with a Slasher inside. Then you can go directly north from the entrance to
the upper level, doubling back down the same overhang for another chest with
some Chainmail and a southern exit.
Stay on top of the plateau in this area to find an Echo Grass before descending
the cliff. There's a Save Point here if you want it, but the "boss" battle
coming up is another storyline battle rather than a legit fight.
In the next area you'll fight the same character you've seen stalking around
recently. You can't beat her or steal anything, so just don't die for a few
rounds. Proceed to the west again when you're done here.
A chest is not too far to the left here, with 500 gil inside. Walk all the way
north down the path for a Dry Ether and then wind your way to the east and
north to exit the valley.
+--------------+
| Dragon Roost |
+--------------+
Items: Potion, Antidote, Halberd
The roost lies just northeast of the valley foothills. To progress the story
you just have to talk to the mystery woman in the northern hut, but there are a
few items to find here, so make sure to look around some also. There's a Potion
inside the Mog's hut. After you've spoken with your new character, check the
center pot for an Antidote. Note that you can also check the spear rack for a
Halberd, which can be useful against flying enemies with its Wind element.
Once you've set off the next chain of events, you can choose to go right to the
final dungeon of this section, or to tackle a few optional quests first. This
isn't really much of a choice, so let's get to it!
+---------------------+
| Cave of Fulmination |
+---------------------+
Items: Phoenix Down, Magician's Hat, Thunder Rod, Ether, Remedy, X-Potion,
Man-Eater, Cat Claws
You'll find the cave just east of the Dragon Roost. This your first Eidolon
quest. You'll start to notice a pattern of when these become available; as
you've probably guessed or already know, you'll soon be playing as the Dark
Warriors and alternate between the two parties. Each group will get an optional
Eidolon per section. These are normally decent spots, if not necessarily the
best, to level your abilities up as well, so they can definitely be worth a
little time.
When you enter the cave there will be a large hole in the middle, forcing you
around the edge of the cavern. Go counter-clockwise all the way past the stairs
for a Phoenix Down before heading down to B2F.
A visible chest here has a Magician's Hat inside. There isn't any choice in
pathways, so just go north and take the next set of stairs to B3F.
Here you'll be north of the chasm, separated entirely from the other side.
There's a chest to the far left with a Thunder Rod (hint, hint) that you can
get before taking the stairs back up to B2F. Along the left side of the chasm
now, head down and snag a chest with an Ether. The stairs here will take you
back down to B3F but on the southern side of the chasm. A Remedy is in the
nearby chest. If you take the bridge to the right, at the southeast part of
this floor is another chest and an X-Potion. Finally you can take the ladder
down to B4F.
You'll see your goal here, the old man standing in the center of the chasm, but
you can't reach him yet. Continue down again to B5F. The ladder here will lead
you under an overpass to a chest and a Man-Eater. The right side of the bottom
level has a ladder heading up to a staircase taking you back to the other side
of B4F. You can get the chest here with some Cat Claws before continuing on to
the end of the cave. Reachable from the beginning of B5F before going down the
first ladder, walk over the overpass and enter the room for a Save Point before
moving on.
Here you'll encounter the first Eidolon, Ramuh. He'll start the trend off by
engaging you in battle to see if you're worthy of calling upon him.
*****
Ramuh
*****
This may be the first boss battle that you need to actually plan for. Ramuh
attacks you by himself, and while he doesn't start off hitting very hard as the
battle goes on he'll begin to use the notably stronger Thunderbolt and Judgment
Bolt attacks on a single member or your entire party respectively. Definitely
use a White Mage or Red Mage so that you can access Cura, and the strongest
physical class you have. You can take your time at the beginning, but when he
starts unleashing you'll need to close the deal pretty quickly before you get
overwhelmed. Other useful strategies to keep in mind are that Slow frequently
works on boss characters in this iteration of Final Fantasy, and you can cast
defensive buffs on your entire party. Protect isn't as useful as Shell would
be, but it doesn't hurt to absorb the random physical attacks Ramuh uses. You
may also want to learn a few F-Abilities that are strong for this point in the
game, such as Magic Bomb 2 (Fira + Cura). This will do more damage than some of
your regular Job attacks, even when used by a physical attacker. Ramuh may not
be weak against any elements but your Level 3 Black Magic (excluding Thundara)
will be another main damage dealer here.
Once you beat him, he'll join your party as a Level 2 Eidolon for your Summoner
and you can leave the cave.
+-----------------+
| Chapter Cleanup |
+-----------------+
This is the last chance you have to do any extra work you want before the final
dungeon of the section. I'd recommend learning some F-Abilities on all of your
characters so you have them in case the situation arises. In addition to Magic
Missile, which you'll have already learned automatically, you can learn Magic
Bomb, Magic Bomb 2, Nab Gil, Crescent Gale, and Thunder Slash without using any
Job Points. You can use the Red Mage to access both levels of magic that you
need for the Magic Bombs. This basic idea will hold for other F-Abilities,
also: if you have a physical class ability that is part of a F-Ability, just
make the person the appropriate mage and stick the ability on. This way they
won't have to level both jobs, and still can access the ability. This is useful
for getting some extra abilities on your physical class characters without
having to sink JP into magic-based jobs. See F-Abilities Section for more
details.
You can also go back to the cave inside of Deist and take on the Avengers to
get some extra goodies. You'll run into Avengers randomly (and frequently)
inside the cave, but they don't give you anything special so keep running away
or using the Thief's Flee ability until you get to the first chest, which has
an Avenger lurking inside.
The Avenger has 1500HP and absorbs all elements; in addition. On top of that,
he counters every attack you make against him. Magical attacks result in a
strong Bio counter and physical attacks in a strong physical blow. When you
eventually kill him, he'll finish with a Quake counter against your entire
party, so you'll need to have at a minimum the roughly 1000HP required to
survive that attack with at least one character.
Since you can't use your mages to inflict damage, the only realistic means of
damaging him are your Warrior, Monk, or Summoner. There are some benefits to
both the physical and magical route. If you use the Summoner, you can attack
him with Chocobo and have a White Mage queued up with a Cura for when you get
hit with Bio. This isn't particularly graceful, but as long as you can keep
your Summoner's life up, it'll get it done. If you feel adventurous you could
use two Summoners and two White Mages, but keep in mind that they aren't known
for their durability.
A more expedient and less risky method is to use a Warrior equipped with the
Focus ability. Have a White Mage cast Protect and keep the team's health up
while the Warrior is storing power, and when he attacks have a Cura on deck.
This should do roughly 400HP damage compared to a Chocobo's 200, and the
Warrior will have significantly more HP to take blow in this manner. You'll
have enough time to heal up before he has another 3 Focus stocked up, so the
only trick here is to survive the Quake.
When you beat the Avenger inside the first chest you'll get the Sleep Blade.
Like in most other series entries, the probability of sending an enemy to sleep
before you kill them isn't all that great, but at least it's a bit stronger
than some other weapons at this point.
Further in the cave is the second and only other chest. You'll have to run from
numerous Avengers on the way, and tackle another one inside this chest as well.
When you kill him off you'll get a Protect Bangle, which comes with Auto-
Protect equipped. It won't stay useful for a terribly long time compared to
other status protections, but it's a good boost for one of your mages at this
point.
Other than leveling up your Jobs, there isn't anything else to do around Geist
so go back to the Dragon Roost and head north to the Highwind Tower so we can
bring this story arc to an end.
+----------------+
| Highwind Tower |
+----------------+
Items: Silver Hauberk, 2x Hi-Potion, 2x Golden Needle, Greatsword,
Magician's Robe, Mage's Staff, Echo Grass, Ether, Trident, Great Bow,
Tent, Elixir
There will be a scene when you walk up to the tower and you'll get your 5th
party member for this section. You can't change her job, the Dragoon, otherwise
she functions like a regular party member. You also get 4 more JP to allocate
to your team.
Once inside walk down the hallway to find a few locked doors. Not a brain-
melting puzzle here, flip the switch to your right to open the left door and
then walk through the hidden passage to flip the next switch and open the main
tower door. When you go up the levels of the tower you'll frequently get short
scenes of what's happening at the top with the Empire.
2F has a chest immediately to your left with a Hi-Potion. Loop around clockwise
an exit the tower, getting a scene and climbing the ladder to 3F.
There isn't anything in the first room other than a fancy carpet so go forward
and through the opening. The right split leads to a Golden Needle. The left
will take you to the next staircase.
On the opposite side of where you enter 4F you'll find two rooms. The left and
right doors take you to chests with a Greatsword and Golden Needle
respectively. Once you're outside on this floor's terrace you can grab a
Magician's Robe to your right before ascending the ladder and going back inside
on 5F.
The chest at the entrance has a Mage's Staff for you. There is a slight
indentation on top of the carpet here which holds a Save Point, midway through
the tower. The exit to the north puts you in a columned room with the stairs.
Before taking them, double back down the left side for an Echo Grass.
Once on 6F you'll have to head downwards either right or left which will take
you past two chests with an Ether and Hi-Potion. You get another terrace before
heading further up the tower.
Take a quick right here for a Trident before heading left through the columns.
The staircase here takes you up to 8F.
Following the path takes you to a Great Bow. You have to follow the path as it
curves, so keep fighting your way through to the next room. This has a chest
with a conveniently placed Tent a Save Point. There's one more chest to get
though, so I'd go outside onto the terrace and search along the left rampart
for an Elixir and then head back inside to prep your party, heal and save.
Once you go up to the tower's rooftop you'll have another "boss" battle where
you won't even input commands. After this there will be some more scenes
before you square of against one of the four Avalonian Generals, Vata of the
Wind.
****
Vata
****
It should be evident that Vata is a Wind element boss, which shouldn't be a
real concern since the only possible Wind elements you could use are some of
the Spears. He attacks fairly quickly, which you can counteract with Slow, and
uses mainly physical attacks for the first half of the fight. When you get his
HP down more he'll begin to use AoE wind attacks or Tornado on a single
character, bringing their HP down to critical. Keep a healer on deck to keep
your party from falling to these, otherwise just keep pummeling him. I found
the Level 3 Black Magic and Magic Bomb 2 to be the best magical options, and if
you have a Warrior built up his Enrage makes for a good lead in to repeated
Strikes. Monks are also useful with Aurablast, although they probably won't
have enough MP to use this the entire battle.
After the battle you'll get a number of scenes to close out the section,
including obtaining the Dragoon Class and 5 JP for your team. Save and get
ready to switch things around!
____________________________________________
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
World of Darkness: Second Sight [ffd_ch2b]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You start back in the Crystal Temple with the other half of your characters.
Wake up your knocked out companions, and when you try to leave through the
broken wall the crystal shards will start shining. Now you can get the basic
Jobs for this group also, and you'll get 5 JP also.
Work your way down to the entrance again, making use of the healing pot as you
exit the Temple. You may want to level your new Jobs a bit since you can access
the pot here, but you may as well wait until you can get some more magic and
equipment at the first town you find.
You exit the Temple on a small piece of land with nothing to do but go north to
an abandoned ship. When you get on the Sunken Ship you can take the helm, but
go below deck first for some loot. In the left room are three chests with an
Ether, Potion and Phoenix Down inside. The right room holds chests with an
Antidote and 1500 gil. Now you have nothing left to do but set sail.
Not long after you head out into the ocean you'll be attacked by two Blood
Suckers. You don't have many attack options, so exploit their Lightning
weakness as much as possible. Afterwards, you'll lose control of the ship,
which will crash (again) on land. You still don't have any choice in where to
go from here, and will find yourself at a mountain path.
+-----------+
| Mt. Verde |
+-----------+
Items: Tent, Bard's Tunic, x2 Eye Drops, Ether, Longsword, Oak Staff,
Star Pendant, 500 gil
There is a Mog salesman at the entrance to the mountain if you want to stock up
on any supplies or get some new equipment. Take the first ladder up. To the
left and down a ladder is a chest with a Tent. Further up the main path you'll
have some stairs leading to a bridge over to a platform. On top is a chest with
a Bard's Tunic. Slightly further up the path is a ladder leading down and under
this bridge, with another tall ladder heading to an entrance.
Mt. Verde: South is through this doorway. The path winds upwards with an alcove
holding some Eye Drops. Down from here is a ladder going up to another
platform. From here there is another ladder and a bridge. Take the bridge and
follow the path for an Ether. Now take the ladder and go through the entrance.
Once on the Summit, get the visible chest with a Longsword and go up as far as
possible. Your party will see Yggdrasil in the distance in a brief cutscene.
Continue on and start descending along the other side.
Mt. Verde: North starts with a ladder down and then a split between a second
ladder down and a path around. Take the second ladder to find an Oak Staff,
then backtrack and walk along the plateau to some bridges. Along the right
bridge is a Star Pendant. The southern bridge leads to a path that will go
down and wind to another entrance.
Take the path through this section all the way to the end and get a Battleaxe.
Now climb down the ladder you passed and go as far down as possible. In a small
nook all the way down is a chest with some more Eye Drops. Continuing on will
be a similar alcove to the north with 500 gil. Then you can stay the course to
get off the mountain.
A town will be nearby along a river, to the south of a large forest. This will
be your gateway into the forest. Before you head in, follow the river to the
west to find a Chocobo Forest, which will enable you to learn the Chocobo
summon for this set of warriors.
+-------+
| Verde |
+-------+
Items: Ether, 150 gil, 200 gil, Eye Drops, Hi-Potion, Golden Needle
Outside, you can find items in the upper pot in the southwest, the pot in the
fenced area behding the large northern house. Inside this large house, go
upstairs and check the shelf for 200 gil. Take the back stairs down and get the
Eye Drops in the pot. In the right house there is a Hi-Potion in the upper left
barrel and a Golden Needle in the lower right box.
Talk to the townspeople to get an idea of what's happening in the area. A boy
mentions a code he learned, which is East - North - West - North. They'll also
mention the Mazewood to the north, and a crazy old man living in a hut nearby.
Clearly if there's a crazy old man, we need to go meet him!
+------------+
| Forest Hut |
+------------+
Items: Maiden's Kiss.
There isn't actually anything required here, but you can get a few items and a
funny optional scene. The barrel behind the house has a Maiden's Kiss in it. I
don't have a clue why there are frogs everywhere, maybe it's to build the
naturalist feel of the Ranger section? Inside, if you check the bookshelf
you'll find a porn magazine which Alba and Nacht.... discuss.
Once you're ready to move on, head into the Mazewood by taking the northern
exit from Verde.
+----------+
| Mazewood |
+----------+
Items: Bandana, 1000 gil, 800 gil, Slasher, Chainmail, Hi-Potion,
Orichalcum, Sacred Candle, Steel Shield, 1500 gil
Enter the woods, and not too far from the entrance you'll be attacked by two
Scouts from Avalon. You can steal a Steel Helm from them if you have a Thief
with you. Then you're free to progress through the woods.
Given the name, the areas here can look pretty similar, so try to keep a map
going in your head. Head left at first for a chest with a Bandana near a pond.
Another left brings you to a chest with 1000 gil. One more left will bring you
back to the first screen, a little further up. Walk past the path leading north
and grab the chest for 800 gil.
Up the north path you'll find a Save Point. This is the part where the Mazewood
becomes the typical maze with only one correct path. Head east from the Save
Point, then north, west, and north again. This will bring you to a cutscene
where you meet crazypants around a campfire. Once you have control again, head
further north and deeper into the forest.
The first path left here leads to a Slasher. I don't normally like Axes because
of their lower ACC rating, but this is strong against plants, which is good
given the circumstances. All the way up this main north-south path is a chest
with some Chainmail. The middle path leads to another screen change.
There is a chest here with a Hi-Potion in it, but nothing else. Continue on.
Here you'll find a Save Point and a chest holding an Orichalcum. To the left is
an empty room, similar to the one in the Cave to Deist. The rare monster here
is the Torosaurus. It can hit your party pretty hard and quickly in addition to
a Roar attack that will stun the group, and he starts the battle by casting
Reflect. Prepare appropriately with physical characters and Summoners, who
aren't affected by Reflect, if you want to take him on now.
When you head north from the Save Point, the screen will start to repeat. Do
this a few times and then head south again. There will be a beast there now.
Inspect it to trigger a cutscene which lands the old crazypants, Gramps, in
your party as a Ranger. He will also find you a path to go through to the
north.
In this new screen, check the chest towards the lower left for a Sacred Candle.
Take the left exit for a chest with a Steel Shield. Follow the upper path from
here through an empty screen to a new area with a chest over a bridge. It holds
1500 gil.
Heading south from here will take you back to the main screen after the last
Save Point. You can also get to this screen by heading west from the Steel
Shield chest. Either way you take, head to the northeast exit and cross a
short bridge to exit the forest.
Just north of here is another town and Yggdrasil, the World Tree. You can also
find a Chocobo Forest to the far northwest, and an Eidolon cave west of town.
For now, let's explore the town to beef up on equipment before adventuring.
+---------+
| Alfheim |
+---------+
Items: 10 gil, Maiden's Kiss, Hi-Potion, Eye Drops, Ether, Echo Grass
Items outside can be found in the right crate above the Inn (10 gil), the
barrel next to the Item Shop (Maiden's Kiss), and the bush near the flower
field in the northwest (Echo Grass). Yes, you can even find items in bushes in
this game! Inside the Item Shop, search the pot for a Hi-Potion. The Weapon
Shop has some Eye Drops inside, and the house west of the Weapon Shop has a pot
with an Ether also.
Make sure to get your Level 3 Magic here, as well as any equipment you want.
When you're ready to move on, head north to the Yggdrasil: Base. A cutscene
here will reveal that the Elves want nothing to do with you *humans* and you'll
have to find another way in. Gramps suggests the mountains to the northeast.
+-------------------+
| Cave to Yggdrasil |
+-------------------+
Items: 2x Eye Drops, Silver Bangle, Antidote, Dry Ether, Tamer's Whip,
Man-Eater, Sacred Candle, Tent, Bronze Armlet
When you enter the field space in front of the mountains, there will be a short
cutscene where Gramps opens the pathway into the mountain.
Head left from the entrance and then up to get some Eye Drops. Go down the
ladder and through the opening. Wave around the path here to get to the other
side of the chasm, where you can pick up a Silver Bangle. Another opening is
just south of the chest. This will put you in sight of another chest, this one
holding an Antidote. Cross the bridge for a Dry Ether. Continue along the path
now and double back along the chasm to get a Tamer's Whip before moving on.
Follow the path past the two ladders. When the path splits, take the right path
all the way down until you're level with the chest. You can see a gap in the
wall here, where there isn't shadow. Walk through to grab the chest and a
Man-Eater. Further down, take the right path and cross the bridge for a
Sacred Candle. The passage on is to the left.
There's another gap in the wall in this screen, to the right. Passing through
will get you a Tent. Head left now, taking the side paths to get a Bronze
Armlet and some more Eye Drops. At the bottom of the screen you'll see a tiny
cave with a Save Point. You can see the mini-boss from here, so go and make use
of it first.
The fight with the Green Keeper is pretty straight forward. He's susceptible to
Slow, but will use Haste once you've whittled his HP down a bit. He can also
heal himself, so make sure you don't spend too much time on buffs and let him
recover a lot.
Once you kill him, head up and out of the cave into Yggdrasil itself.
+-----------+
| Yggdrasil |
+-----------+
Items: Mage's Staff, Golden Needle, Echo Grass
You start on the Lower Level of the World Tree. Follow the path and into the
next screen where you can choose a path. Don't take the first entrance you see.
Go down and around to find two more to the right. The left of these two has a
chest with Mage's Staff. The right of these two hides a Golden Needle and Echo
Grass.
In the main room here, you can head south to access the main entrance to
Yggdrasil leading into Alfheim. This is useful for obvious reasons, but also so
you can go to the optional cave outside town for an extra Eidolon. Let's do
this now before going any further up the tree.
+--------------------+
| Cave of Convulsion |
+--------------------+
Items: Hi-Potion, Large Shield, Trident, Phoenix Down, Greatsword, Tent
This cave is fun! It's not a straight forward affair, and you'll have to
explore a bit to find everything. Right when you walk into the main
intersection an earthquake will happen and you'll fall to the bottom level of
the cave. There are two paths out of this room. The first will lead you back to
the surface, and the second will lead you to Titan. I'll take the first, since
it's shorter, and you won't need to come back this way after you beat Titan.
Take the upper right staircase to get back to B2F. Loop around here and get the
chest with a Hi-Potion in it. The stairs here will bring you up to B1F, and the
immediately visible stairs here up further to 1F. Here you'll cross the area of
the earthquake. The left path leads to a Large Shield, and you can head south
to the cave's entrance at this point. There isn't anything else along this
route, so you can save outside if you want and head back to the bottom level.
This time, walk around the ledge along the bottom of the screen and it will
lead to another path. Going up here will score you a Trident. It also leads to
a frog, which (for whatever reason) triggers another mini-earthquake. This will
open up a new path allowing you to continue to a set of stairs in the northeast
corner.
In this part of B2F, stay along the path and examine the chest. A quake will
drop you back down one level. Here you can open the chest for some Silver
Spectacles. The cave here will lead out near the stairs you had just taken.
Once you're back on B2F, continue past where the chest initially was. A frog
will be waiting on the path down to the bottom of the screen. He will run
when you approach him, but you don't have to chase him, just find him at his
new location further north in a western alcove. This opens up a new path
across the chasm. A chest is to the upper right here with a Phoenix Down. The
stairs are more to the left.
On B1F you can find a chest near the stairs holding a Greatsword. The frog will
also be near here, standing by some stairs leading into an underground lake.
Follow the frog in and catch him to open a new path. Along this you'll find a
Tent. Continue on for the stairs and a Save Point.
When you're ready, move on to see a frog with Titan. Talking to them will
trigger the Eidolon battle.
*****
Titan
*****
This is similar to the Ramuh fight. Titan has Earthquake attacks that will hit
the whole party, and he can hit individual characters for decent damage. He is
also susceptible to Slow, which is helpful, as is using Protect on your party.
He's stronger against physical attacks than magical ones, so make sure your
melee characters are using their strongest attacks. Since you just started
building this team, that's probably similar to what they were against Ramuh:
Strike comes to mind, but even this won't do great damage. Magic Bomb 2 is
good, as are the -ara spells. Gramps' Precise Shot isn't overly powerful, but
it is consistent at least. You may consider changing your base party
composition in favor of more mages for this battle, since you'll need them to
heal and for damage output. When he starts to run low on HP he'll bring out
Gaia's Wrath, so keep spamming your attacks to kill him.
Once you do, you'll get the Titan summon and be able to leave the cave through
the back entrance. At this point, the only thing left to do is grind if you
want and then storm Yggdrasil. Let's get to it!
+-----------+
| Yggdrasil |
+-----------+
Items: 3x Ether, Magician's Hat, Magician's Robe, Sallet, Sacred Candle,
Remedy, Phoenix Down, Elixir
We're back! Head into the second entrance from the left (the only one you
haven't yet) to find another Green Keeper. Take him out and head up to the
Middle Level.
Take the left doorway here. It will lead outside the tree, and further along to
another entrance back in. The chest in this room has an Ether. The right
passage doesn't lead to anything other than a view of a chest. Take the left
passage and follow it until you enter a large room with a staircase. This is
the room you entered in, on the other side. Ignore the stairs for now and head
up the left side. You can walk through the wall here above the glowing flower
to get a Magician's hat. Do the same on the opposite side of the room for a
Magician's Robe.
Head through the middle right door, which will eventually loop back to the
entrance and the other passageway. Take the chest here with a Hi-Potion. The
door near the chest leads outside and to a Sallet. The lower door here leads to
a room with a chain in the wall. Pull it to access the stairs in the main room.
Up the stairs you'll have a short scene. A chest nearby has a Sacred Candle in
it. Take this set of stairs to reach the Upper Level.
There is a third Green Keeper here guarding the Tree. Word on the internetz is
that this one is harder than the other two - I didn't see this personally, but
it may help to not slow him, as this may trigger a Haste counter. Just keep
blasting him with Fira, Strike, Magic Bomb 2, and healing when necessary. As
always, level up if you can't win, or change your party to have more damage
output.
Follow the path along the left to find a Remedy. Then loop around the right
and through the entranceway. Head up the short staircase here to get a Great
Bow for Elgo. Take the left door here, and then the left vine ladder up as far
as you can for two chests with an Ether and a Phoenix Down. If you double back
and climb the right vine ladder, it leads up and outside to an Elixir.
Back down, take the right door this time. Up the middle vine is a Linen
Cuirass. Next take the left vine to get some Cat Claws. Finally take the right
vine to progress up and to the Top level.
Don't go through the columns towards the Elves yet. The left path goes outside
where there's a chest with another Ether, and the right path goes outside to a
Save Point. Once you've healed and prepared, go towards the guards for a short
scene and then up to the apex of Yggdrasil.
There will be some longer scenes here before you're attacked by another of the
Avalonian Generals, Asmodai of the Earth. You'll have two plot-based battles
before you can actually fight him.
*******
Asmodai
*******
Asmodais is clearly of the magical class, so don't worry about buffing with
Protect. Slow also won't work on him. He has some strong AoE attacks which
you'll need to be prepared to heal from. Luckily, he isn't predisposed to take
less damage from magic attacks, so you can make use of your -ara spells and
magic F-Abilities. He also uses a lot of status attacks with the Miasma attack
so you may have to fend off some paralysis and confusion. I didn't bother
curing Poison, since he reapplies it so often.
He's weak against wind, which isn't the most accessible element to attack with,
but if you're using a Warrior you can equip one of the Spears that comes with
Wind attached. Other than these specific tactics, use whatever Abilities you've
learned that will buff your characters and lay on the hurt. STR +20% and
HP +20% are good passives at this point, the Warrior's Enrage is good before
spamming Strike, and the Monk's Aurablast does decent damage. Summoners may not
be as useful here because of their atrocious speed deficiency and lack of
strong Eidolons besides Titan, which won't help here. Like most bosses, he'll
get nastier when he's close to dying, but it shouldn't be a terribly difficult
battle, if frustrating with the continuous status ailments.
Once you beat him there will be some more scenes with the Elf royalty before
you gain the Ranger Job and 5 JP for the party. And that's the end of this
section!
__________________________________________________
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
World of Light: An Enchanting Reverie [ffd_ch2c]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You'll start off in Deist and have a few conversations before being flown to a
new part of the world. There's a port town nearby that you can go to to access
their ships. You can also start using the Dragoon class now.
+------+
| Capo |
+------+
Items: Echo Grass, Ether, Hi-Potion, Potion, Eye Drops, Tent
The crate in the lower right of town has an Echo Grass. There is also an Ether
in the pot near the bar, a Hi-Potion in the barrel near the Item Shop, and a
Potion in the right crate along the northern edge of town. In the lower right
house you can find some Eye Drops in a pot. In the large house with the old
couple, the lower right shelf has a Tent.
You'll notice a glowing spot in town near the entrance. If you inspect it, you
can open a rift to go back to the area you explored in the Dragoon section.
This lets you go back to explore anything you may have forgotten long before
you get your eventual airship.
Talking around town will show that the shipyard can't be used because of some
pirates blocking the port. You can find them in the bar to start a battle
against a group of them. After this, talk to the pirate by the dock to be taken
to meet their leader.
+---------------+
| Pirate Island |
+---------------+
Items: Mythril Bangle, Echo Grass, 1000 gil
Once you're here you have to head through the cave to talk to the pirate
captain. There is a healing pot and a Save Point before you move forward if you
need to use it.
Follow the path around through the first floor. Don't take the top stairs yet,
and keep going to find another set further down. This leads to a single room
with a Mythril Bangle. Then head back to the first set of stairs.
Take them and head left. A doorway in the top of the wall leads to two chests,
with an Echo Grass and 1000 gil. Continue along the main path and look for a
partially hidden passage to the south. Through this, weave right for a Green
Beret before climbing down the ladder.
Follow this path around the screen until you reach another passage. There
aren't any chests or anything to find here before continuing on.
+----------------+
| Pirate Hideout |
+----------------+
Items: Mallet, Hi-Potion, Eye Drops, Ether
The hideout has an Item Shop and an Inn if you want to use them. You can also
find a Mallet in the lower right barrel in the Inn, a Hi-Potion in the barrel
along the north wall, some Eye Drops in a barrel in the passage after there and
an Ether in the final room with a pirate in it.
Talk to this pirate, the captain Bikke, to get some oblique information and
start a fight against him, under someone else's orders.
*****
Bikke
*****
Before you start the fight against Bikke you have to fight off four Pirates.
They're similar to the ones you fought in Capo, except this time they'll attack
from behind. After you kill them you'll fight Bikke himself.
The battle starts with Bikke alone, but as you fight longer he'll call more
Pirates in groups of two to support him. Each time I fought him he called two
sets of two Pirates before I killed him, so he may keep calling them as long
as you haven't killed him off. Keep your HP up, but other than hitting the
group with several attacks there isn't too much to this. You can use Slow and
Protect if you need to buff your party.
Once you beat the pirate captain, you'll earn his allegiance and 3 JP to boot.
Head back to the docks and choose to sail to Rusalka.
+---------+
| Rusalka |
+---------+
Items: Tent, 4000 gil, Maiden's Kiss, Antidote, Sacred Candle, Hi-Potion,
Ether, Mallet
Once you arrive in Rusalka, you can still speak to Bikke if you want to return
to either Capo or the Pirate Hideout. For now, explore around town and talk to
people to learn what's happening with Eduardo, the Bard. You'll have to speak
to the townspeople and then the bartender before you're allowed out of town.
In the meantime, let's find some items, too! There is a Tent right near Bikke
in the pot between two crates. In the main town, there is a chest partially
hidden along the river. You can cross under the bridge to get to it and find
4000 gil. The pot in the north alley holds a Maiden's Kiss and the upper pot in
the far northeast has an Antidote. The barrel beside the Inn has a Sacred
Candle inside. Inside houses, you can get a Hi-Potion in the upper left house's
pot. The middle pot along the wall inside the Inn has an Ether. Inside the bar,
the upper right barrel contains a Mallet.
Check out the equipment stores, particularly the magic store, which has Level 4
spells. After that (and speaking with the bartender), you can head out of town
and head to the Empire base on top of the mountain to the northeast.
+-------------+
| Mt. Rusalka |
+-------------+
Items: Eye Drops, Hi-Potion, Remedy, Mythril Armlet, Ether
Lots of mountains in this game so far. Time to get started.
Head up the mountain and around to the left, up the first few ladders to a
door. When you enter the mountain, head along the path with a pitstop for the
chest, holding some Eye Drops.
Once outside again in Station 3, head up and follow the left set of ladders.
The right path leads to a dead end. Once you go up as far as you can and enter
the mountain again, head up the short branch to find a chest with a Hi-Potion.
Then head right and down the ladder to get a Remedy from the blocked off
barrel. Back up the ladder you can take the stairs to Station 6.
Down the right corridor of this room is a Mythril Armlet. When you walk
outside, the nearby chest has an Ether. To the right and up the long ladder,
you can skirt a bridge to pick up a Mythril Spear. To the left is another door
heading inside to Station 8. There isn't anything in this section, so just
follow the path around until you reach the Summit.
Up the staircase on the summit is a chest with a Cottage. There is also a Save
Point to the left, before you go back inside. Once you do, you'll find an
Avalon soldier who will pull a Baigan and attack once you talk to him.
The Weresoldier hits harder than most so far, and faster. Protect will minimize
the physical damage as much as possible. You may have some more F-Abilities at
this point if you've been leveling your Jobs up, or starting to use a variety.
Boost Jump is good if you have that, otherwise stick with the regular buffs
(Protect, Enrage, passive stat boosts) and don't let your healers fall.
After you've killed the soldier, return to town to plan your next actions.
+---------+
| Rusalka |
+---------+
When you're in town, talk to the bartender again and follow his advice to go
rest up at the Inn. A nighttime scene will happen and Sol will give you a hint
as to where you need to go in town.
+----------------+
| Rusalka Sewers |
+----------------+
Items: Hi-Potion, Elixir, Silver Spectacle
Once you're in the sewers, for obvious reasons you won't be able to use most of
your abilities or Jobs since you're stuck in Frog form. The enemies won't give
gil or AP and all you can do it attack, so keep some Potions on deck in case
you run low on HP.
As you're going through the mostly linear path, you can talk to a few frogs as
you pass them and pick up a few chests. The first is up out of the water to the
north and has a Hi-Potion. Soon after there is a platform raised out of the
water with an Elixir. In the small entrance northwest of this platform is
another room with a Silver Spectacle. Continue down and loop to the right to
find Eduardo. You'll gain another 3 JP when he joins your party.
You have to walk out the same way, but Eduardo's Harp attacks will do more
damage than your team's. Once you're back in human form, head to the forest
north of Mt. Rusalka.
+-------------------+
| Forest of the Fey |
+-------------------+
Items: Mythril Axe, Hi-Potion, Potion, Lightning Bow, Remedy
When you enter the forest, start by heading to the left and up to find a
Mythril Axe. Then go back and along the right. When you get to a cross section,
go left a short ways to find a Hi-Potion. Then head up the right side of the
forest to find a Potion. The exit to the screen is in the upper left.
This small area has a Save Point and two exits. To move the story along, take
the left exit up. There will be a short scene and a fight against three Vortex
enemies. They're normal enemies so nothing special to deal with. Afterwards
you'll get a Bottle of Bubbly Water, which will allow you to access the
Underwater Temple.
Taking the right path from the Save Point, make a counter-clockwise loop and
pick up a Lightning Bow. From the start you can go a bit left and up to get a
Remedy. Now you can follow the path along the left and around. There is a Mog
here, but he doesn't have anything for sale.
At this point, you can go to the Underwater Temple and close out the section.
There is also an Eidolon to be found near the Forest of the Fey, along the
mountain ridge to the west. There's a Chocobo Forest further north if you want
a quick heal.
+--------------+
| Glacial Cave |
+--------------+
Items: Echo Grass, Phoenix Down, Cleric's Staff, Ether, Hi-Potion,
Golden Needle, Kris, Cleric's Hat, Cottage, Prism Rod,
Ice Cave! Keep your Fire magic handy.
To the right is an Echo Grass. Up from the entrance, go back down the left
stairs for a Phoenix Down. Then head over the bridge and around to get to the
door. This leads to a short room and some stairs down to B1F.
Head towards the stairs you can see from the start. It leads back up to 1F and
a new platform with a Cleric's Staff in it. Back at the main path, use the
ladder to the left to get on a platform in the middle of the lake. Two chests
here hold an Ether and a Hi-Potion. Loop around and go across the large bridge
to proceed, using the stairs in the next room to go down again.
On B2F head up and take the bridge to the right. Follow it around and climb
the ladder to find a Golden Needle. Head down next. To the right is another
ladder going to the other chest you'd seen. It holds a Kris. You can't reach
the last chest yet, along the north wall. Continue down the southern stairs.
Continue again to reach B4F. The chest down the first ladder has a Cleric's Hat
in it. Once you go down the next level, head up along the right. The chest
here has a Cottage inside. The ladder in the middle leads you on, after a bit
of walking around the ledge.
B5F has a large frozen lake once you descend the first ladder. Don't waste your
time tryingt to "solve" this puzzle, since you can't yet. Keep going down and
into the room where you'll get a Save Point. In the next room, you face the ice
Eidolon, Shiva.
*****
Shiva
*****
It should go without saying that you should lay on as much Fire damage as
possible. Fira will do more damage here than Magic Bomb 2. The battle will be
slightly easier with Eduardo, who can buff your party a bit, and he also helps
as another target. Shiva uses Blizzara against individual characters and the
party also and will bring out Diamond Dust when she's been weakened, a more
powerful AoE attack. She will also use Blizzara on herself to heal for about
500 HP and increase her Magic attack for a period of time.
You can prevent this if you have a Red Mage with Attune Blade, which acts like
FF VI's Celes' Runic ability. When you use it, the next magic spell cast will
be absorbed by that character and recover some MP. It only stays active for the
duration of the character's turn, which means you'll have to reuse it if no
spell is cast within that turn. It also means you can't use your own spells,
particularly healing spells. But if you time it so that your mage(s) cast their
Fira/Cura spells first and then you use Attune Blade, you can prevent Shiva
from using the majority of her ice-based attacks.
Similar to other bosses and Eidolons, Shiva will start hitting harder when
she's almost dead. Keep the Fire damage on as much as possible, and possibly
add another mage if you need more healing power.
When you beat her, you'll gain her as a L3 Summon. The ice in the cave will
also start flowing, which means you can get a few more chests on your way out.
Just above the room where you fought Shiva, you can now walk through the lake
and grab the chest with a Prism Rod. The waterfall here hides a secret door.
When you walk back through it, you find another chest and a Brigandine. Head up
a level, and now you can walk back through the waterfall at the top of the
screen to pick up a Partisan.
Now that you have all the treasure here, finish any leveling you want to do or
equipment you want to get and head back to Rusalka. When you approach the
bubbles in the water by the pirate ship, it will prompt you to descend into
the Underwater Temple.
+-------------------+
| Underwater Temple |
+-------------------+
Items: Coral Sword, Tower Shield, Dream Harp, Mallet, Hell Claws, Cottage,
Barbut, X-Potion, Dry Ether, Pinwheel
Almost everything here is weak against Lightning. It's fun to see the element
tropes coming back full force. Keep it in mind as you're going through the
temple. You start out falling to the bottom and have to climb your way back up.
Head north from where you land through the next screen. Stay along the middle
path to get a chest with a Coral Sword, which conveniently comes with the
Lightning element attached. Then take the left stairs to go up a floor to a
single room with a Tower Shield. The right path from the original room will
lead you on.
At the bottom of this section of 5F is a chest just off the path and a Dream
Harp. As you probably saw when you entered the room, as you go up the narrow
path you'll find a guardian similar to the Green Keeper in Yggdrasil. The
Nereid isn't weak technically a water elemental, thus not weak against
Lightning, but also shouldn't pose a problem.
After beating the Nereid you'll find a mermaid whom you have to talk with to
clear the path. Head into the next room and up to 5F. The pot right here has a
Mallet in it. Go to the bottom of the screen and double back up the left side,
where a chest is with some Hell Claws for your monk. The pot nearby has a
Cottage. Another Nereid is visible as well, towards the bottom of the screen.
Once beaten, go up and past another mermaid to reach a mid-dungeon Save Point.
When you go up, there are stairs leading up to 3F as well as a room behind
them. This room has the rare Aqua Rex monster which will sometimes drop Large
Fangs.
On the next floor, take the left branch and the stairs for Barbut. The right
branch is similar but holds an X-Potion. At the bottom of the main screen is
a third Nereid. Once killed you meet another mermaid and some stairs up to 2F.
This floor isn't submerged for some reason. Your characters mention that it's
lit differently. Take the cue and pick up each of three candles, placing them
in the blank wall to the north. This will open up the passage way further down.
Yet another Nereid is waiting for you here. As you speak with the final mermaid
and go up the stairs you will learn a bit more of the underlying story here.
on 1F, two rooms wait along the north wall. The western one contains a Dry
Ether and the eastern a Pinwheel. Then you can find another Save Point and
prepare yourself.
The next room will have some scenes with the mermaid, Edna, before an
Avalonian General comes to fight you, Styx of the Water.
****
Styx
****
Throw out your best Lightning attacks here. Someone with the Coral Sword can do
great damage without any spell delay. Ramuh and Thundara are always good to
fall back on. The weakest link is definitely Eduardo, but put him to work with
offensive buffs and healing as appropriate. Styx will use Water attacks against
individuals and with AoE attacks, pulling out more damage as you go. But your
Lightning attacks can really wreak some havoc against this weakness, so it
didn't feel as close a fight as some of the earlier bosses did.
When you do beat her, there will be a bunch of scenes and you'll acquire the
Bard Job and 5 JP. You have to physically leave the temple by using the portal,
which will trigger some more scenes. A story boss battle will commence which
doesn't last very long. After this, you'll have some more scenes with a new
character and then move back to Alfheim and your other characters.
__________________________________________________
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
World of Dark: A Blessing in Disguise [ffd_ch2d]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Once you start off you'll have a few scenes and the Elf Queen will give you a
letter for the Dwarven leader to ask for his help on your behalf. Then you will
be transported (by hawk!) to a new land. It drops you off in a forest nearby a
town, which will be your first stop.
+--------+
| Kurgis |
+--------+
Items: Hi-Potion, Ether, 500 gil, Phoenix Down, Antidote
Explore town to hear about the Dwarf village through the forest. Apparently
this part of the world gets all the different races. You can also find some
items lying around. The lower crate near the Magic shop has a Hi-Potion. The
upper barrel by the Inn holds an Ether. The pot behind the house west of the
Magic shop has 500 gil. Inside houses, the pot in the Inn has a Phoenix Down
and the house east of the Magic shop has an Antidote in the right shelf.
Once you're done, head to the nearby forest.
+-----------+
| Umberwood |
+-----------+
Items: 2000 gil, Mythril Armlet, Ether, Phoenix Down, Hi-Potion, Gaia Gear,
Remedy, Mythril Knife, Sacred Candle, Cottage, X-Potion
For whatever reason I found this forest actually a little tougher than the
previous dungeons. Maybe I didn't have a good Job setup, but maybe you should
bring some extra potions or ethers in case.
From the start, head left a short ways and get 2000 gil. Back to the right, go
all the way into the next screen to get a chest with a Mythril Armlet. From
the split where you continued right, head up and a bit down to get the visible
chest with an Ether. Further up along the right is a Phoenix Down across a
bridge. Now head to the left for a short scene with a mysterious character.
You'll have a few of these as you pass through the woods. Continue to the left.
Head to the left here and make a loop down and back right to find a Hi-Potion.
The southern branch here heads to a new screen with a Gaia Gear in the chest.
Take the remaining branch from this part up and then to the left. This is
another new screen with a single chest, a Remedy. Back on the main path, head
right and up past another short scene.
You'll have a few path choices here when you come to the bridges. Take the
right bridge first. Continue right to the new screen, which doubles back below
the entrance, leading to a chest that you couldn't reach before. It holds a
Mythril Knife. Back at the bridges, go up along the grass path to get a
Sacred Candle. Then take the left bridge, which holds a Cottage just to the
south and then leads north.
Go north along the west line to get an X-Potion. Then trail the path along the
east, going all the way north, for a final short scene before you exit the
forest. The Dwarf village is not far to the north of here.
+------+
| Aule |
+------+
Items: Phoenix Down, Remedy, Sacred Candle, Ether, Antidote, Hi-Potion,
4000 gil
You'll receive a similarly unpleasant welcome here as you did in the Elf
village of Alfheim. You can't do anything until you give the Elf Queen's
missive to the Dwarven leader, so head to the large house in the north and
speak with him. He will tell you about a cave to the east leading to a castle
ruined by the Empire which you should search next. It will also open up the
town for conversation and shopping.
For items, search the northweatern barrel for a Phoenix Down and the pot south
of the Item Shop for a Remedy, Inside the armory-type building to the east you
can pick up a Sacred Candle in the left barrel, an Ether in the middle
accessible pot, and an Antidote in the left one. Inside the Dwarven chief's
house is 4000 gil in the lower left pot. The bar has a Hi-Potion in the lower
right barrel.
Once you're done in town grind outside as much as you'd like and make note of
the Chocobo Forest to the southeast if you want to heal there. Then head to
the cave The Dwarven chief mentioned, which he will have granted you access to.
+---------------+
| Cave of Dread |
+---------------+
Items: Hi-Potion, Echo Grass, Cottage, Mythril Spear,
Phoenix Down, Dark Sword
When you approach the cave you'll talk with a Dwarf who will let you by. The
main thing to know about this cave before hand is that several of the enemies
can only be killed by finishing them off with a magical attack. While this may
seem like building a team of mages will be easier, you can still damage them
using melee fighters, so I played through it with a regular party split with
physical and magical fighters. Also note that the mosnter will revive itself if
killed with a physical attack, but not to full life. This lets you finish the
job with a mage. Monsters that function like this are the Death Crawler,
Outcast, and Cruller.
Head inside and to the southeast to pick up some ore, which is visible on the
screen. The kind you get is randmo as far as I can tell, and you can find
Pebbles, Mithril Ore, or Iron Ore at this point. You won't be able to do
anything with them now. There is also a chest with Hi-Potion. Head north and
down the ladder to pick up a Pebble (visible). Follow the path for a chest with
an Echo Grass. Up the stairs you'll find a pass to the next screen.
On this path, head straight forward to find a healing pot. Yes, in the middle
of the cave. Guess the designers didn't want to be TOO rough on you. To the
left you can pick up a Cottage. Heal if you want before heading right. A ladder
here will take you up and around, leading to a Mythril Spear when you descend
again. Up the next ladder will be another passageway.
A chest will be visible to your left, holding a Phoenix Down. Follow the ledge
around and duck in the door to use a Save Point if you want. Down the ladder
and in the far corner is a Dark Sword, which you can't equip yet. There will be
a boss here, so prepare yourself.
************
Hecatoncheir
************
This guy is kinda a pain. He has 12 arms, and will attack you three times each
physical attack. He also hits hard, so Protect is highly useful. A strong
physical attack, Whack, can also Confuse your character. He has a Quake AoE
attack which can do 400+ damage, and most annoying of all is Curse Breath. You
may be tempted to let Curse status sit since he'll likely inflict it again but
this will severely impede your ability to do any actual damage. Staple attacks
like Magic Bomb 2 and Strike will do perfectly fine damage, but not if you're
under the effects of Curse. You may want to stock extra Sacred Candles. I also
found Bio from the L4 Black Magic set to be helpful. either due to its Dark
element or general strength compared to the -ara spells.
It may pay off to keep your mages free of Curse and use your physical attackers
to heal here, since you can use your MP to dish out significant damage. I also
noticed elemental bows doing significantly less damage than knives on my Thief,
irregardless of comparative ATK power.
When you deplete his HP he will Regenerate like the other monsters in the cave.
If you kill him again (with either kind of attack), he'll use Hyper Regenerate,
which triggers a story battle involving the mysterious character from the
Umberwood. You still have to fight the boss though, taking down all his HP
again, so make use of his Dark Blade attacks, particularly Darkness to start
dealing some heavy damage.
Once you (finally) kill him, the Dark Knight Graham will join your group and
you'll receive 3 JP for the party. I'd recommend saving again, and possibly
healing via a tent. Heading through the northern exit brings you onto
Mt. Falgabard, another dungeon with a seemingly high encounter rate.
+---------------+
| Mt. Falgabard |
+---------------+
Items: X-Potion, Echo Grass, Dry Ether, Hi-Potion, Hell Claws, Ether, Remedy
The path here winds for a while before bringing you up to a ledge near the
chest you've seen for a while. Step west and open it for an X-Potion. When you
reach some stairs soon after, step west again to pick up an Echo Grass. Then
walk up the short stairs and north.
Use the ladder here for a Dry Ether. The next ladder down leads to a Hi-Potion.
Continue climbing the ladders up until you see a bridge to your left. Across it
are some Hell Claws. Then continue north again.
A short scene will occur talking about the history of the Falgabard kingdom.
Once finished you can go right and climb the short ladder for an Ether. To the
left there is a ladder up to a ledge with a Remedy. Take the next ladder down
and follow the path far up. Keep following the ladders until you exit the
cliffs in front of Castle Falgabard.
+------------------+
| Castle Falgabard |
+------------------+
Items: Elixir, Cleric's Hat, Ether, Justaucorps, X-Potion, Barburt
When you walk in you'll notice the obvious bombed-out state of the castle. An
Eidolon-hinting Mog is nearby, and you can find a number of ghosts to talk with
throughout the ruins. If you head up to the ramparts and into the east tower,
you can go upstairs and open a chest with two Horned Devils inside. These are
normal enemies, not like the Avengers in the cave in Deist. The chest holds an
Elixir. In the corresponding west tower you can find another monster laden
chest, this one holding three Souls of Hate. They hold on to a Cleric's Hat.
Note that none of the other normally lootable objects in the towers have
anything, which I guess makes sense since the place already got looted.
When you enter the main doors of the castle you can continue exploring and
speaking to the ghosts to start and piece together what happened here. Graham
will have a scene in one of the bedrooms. You can also find a Mog salesman in
the left door on the right side with a healing pot, which I appreciated. The
door behind him is locked until later.
When you're ready to progress, head downstairs and through the northern door to
find some thieves pillaging the ruins. A battle commences against three Bandits
who won't cause any problems. Keep going along this route to reach a Save Point
before a door. Inside you'll find the bandits with their leader. You can search
the right barrel on the east side for an Ether here. It isn't until you speak
to the main bandit, Dundoth that the next battle will start.
This isn't quite a boss battle, especially after Hecatoncheir. Dundoth does put
up more of a fight than I was expecting though. He uses Thwack as an AoE
physical attack, and can Whack individual characters to confuse them. He comes
with the same three Bandits which you can make quick work of.
Once they're gone, they'll flee through a secret passage and the party will get
another 3 JP. You can now pick up the three chests for a Justaucorps, X-Potion,
and Barbut in clockwise order. Save if you want and then move on through the
hidden door.
+---------+
| Passage |
+---------+
Items: Hi-Potion, Tent, Ice Bow, Cottage, Kris
Some of the enemies are similar to those in the Underwater Temple, weak against
Lightning. Head north into the passage and search the middle left pot for a
Hi-Potion. Head south into the water, all the way down and then up onto the
platform. To the left is a Tent. Cross over the next bridge to get an Ice Bow.
Continue downstairs.
Follow the path, making note of the unattainable chest and pot. When you reach
a split, the first one leads to a chest with a Cottage. Continue along the
path, stopping for a quick Save Point around the next corner.
Surprise! Get ready for another battle. You can sneak through the west wall and
grab the earlier chest before it, though, to get a Kris. When you're ready to
fight, talk to the Avalonian leader.
The fight is against the Commander and two Lancers. It shouldn't be tough
after the previous few fights. The Lancers fall quickly, and although the
Commander can use Thwack and a strong single character axe attack, the lack of
reliance on status effects makes for a quicker battle.
After you're done, follow the bandits upstairs and swing to the right to find
the hall leading back to the castle door. Unlock it, heal yourself if you want,
and then take the second set of stairs that you passed to exit the Passage.
From here you can head north to Mt. Gulg. There is also the elusive second
Chocobo Forest, which I really though I'd missed before the castle. We're going
to use the Black Chocobo to head to the Eidolon cave, which can be found past
the reef and up above the lake. You can keep going to restock supplies at Aule
if you want, which is never a bad idea. The Weapon Shop will now be taking any
of the ore you found in the Cave of Dread and will use it to make equipment for
you, but you can find ore in the next two dungeons as well so it may be more
useful to wait rather than grind out random loot.
+----------------------+
| Cave of Perfervidity |
+----------------------+
Items: 2x Hi-Potion, Tower Shield, Antidote, X-Potion, Brigandine, Cleric's
Staff, Ice Knuckles, Ether.
Gotta say, I really like that they went with SAT words for all the Eidolon
dungeons. Pay attention to the lava on the floor, which will drain you of 10HP
if you walk over it. Sometimes this is unavoidable, and most of the time I
didn't care, so either way. You will also find some Dwarven ore in here, and I
had a little better luck finding Iron/Mythril Ore than in the Cave of Dread.
Take the left path from the start to pick up a Hi-Potion. Then work your way
aroudn to the right and take the stairs to B2F.
You'll notice some magma waterfalls here, similar to the ice waterfalls in
Shiva's domain. We'll have to block them in a minute so we can continue on. For
now, pull the chain below you on the right to open a new staircase and head
through that entrance. You'll want to go up the ladder here and into the next
room.
Head up the first set of stairs and ladder. The chest here has a Tower Shield,
and there is another chain that you can pull to block the first magma
waterfall in this screen. Go past where it was and use this ladder to climb
further up. Take the lower path to get to another chain, which shuts off the
third magmafall. Circle around from here and go down the stairs.
On B3F, get the chest on the middle level which holds an Antidote. Follow the
path out into another screen and take the stairs you find there back up a
level. This will put you in the screen with the magmafalls, which you can use
the last chain to completely shut off. This will cause the large lava pool on
the lower level to drain. You can reach that area by heading left, down the
ladder and through the opening.
Once here you'll notice a bunch of chests and rock debris blocking your path.
You can worry about which lava spots you hit, but I couldn't be bothered. Go
left first and get that chest for an X-Potion. Up the ladder and through the
opening is another chest with a Hi-Potion. Continue up further, through the
next screen and up the stairs to get to the first room and the chest you could
see from the entrance. It holds a Brigandine. Now go back to the lava-drained
room.
This time, go right and up through the gap in the ledge to pick up a Cleric's
Staff. The ladder near here that you haven't taken yet brings you to some
Ice Knuckles, which are obviously great for this dungeon. Using the right
doorway will let you loop to the left and out to get the last chest, an Ether.
Now take the stairs you saw behind this room.
You'll descend to a Save Point here. Use it, then exit the room and circle back
around to where you'll find Ifrit out amongst the lava lake.
*****
Ifrit
*****
Slightly tougher than Shiva, if only because he has stronger physical attacks,
you can still exploit his weakness without too much effort. A Monk with the
Ice Knuckles will do high damage, as will a Warrior with Enrage/Strike. Or a
combination of these if you have it. Blizzara will do slightly less, but still
strong damage. I had my second mage on defense with Protect and Cura, and
Graham attacking regularly. I didn't want to risk his HP dropping with his Dark
Blade attacks here.
Ifrit can hit hard and quick; the first time I fought him he did, and the
second time him he was a pushover. He has a buff where he'll go into a frenzy
and start attacking physically faster and stronger. He has the typical Whack
attack which can Confuse you, which I fixed with my attack mage since they did
less than my Monk or Thief even (who had the Ice Bow). Attune Blade could be
useful here, but I found it to be more a liability than with Shiva because he
would go on streaks without using Fira, rendering my healing spells useless.
He'll also pull out Hellfire against the party which can do 500+. Just make
sure you have a dedicated healer and someone who can play both sides of the
damage/healing fence and you should be fine.
Once you beat him he'll join you as a L3 Summon. You can head out via Teleport
if you want, and I came back through a few times to get more ore, although the
way the game is designed each new section will quickly outstrip the best
equipment from the prior, so you don't need to if you want to just move on.
Mt. Gulg is just north of the exit of Falgabard Castle.
+----------+
| Mt. Gulg |
+----------+
Items: 2x Hi-Potion, Echo Grass, 2x Phoenix Down, Remedy, Prism Rod,
Officer's Hat, Cottage, Ether, Cleric's Robe, Pinwheel, Dry Ether
Start by heading right and up the ledge for a Hi-Potion. Then go left and take
the two ladders to pick up an Echo Grass. Up the stairs and another ladder is
a Phoenix Down. Follow the path a bit further and through a doorway to reach
Station 5.
Another giang magmafall! Favorite new word. Go up the ladder and cross the
bridge towards the chest containing a Remedy. Take the next ladder and pass by
the bridge to reach a chest with a Prism Rod. Then take the bridge across to a
doorway.
This is the Summit of the volcano. Unlike most summits, there isn't anything to
do here, so climb up and around to the entrance inside the volcano itself.
You'll find a Save Point here on 4F. Go all the way up the east side and open
the chest for a Phoenix Down before crossing the bridge. Another chest is
further down holding an Officer's Hat. Then take the stairs.
You'll find some more lava down on 3F. Take the stairs to the right and loop
around to pick up a Cottage. Then take the stairs to the left and head down,
going up onto the platform then for another set of stairs.
You'll find some soldiers wandering around here that initiate battles, and no
random monsters. Go up and then head left into a nook along the far wall. The
chest here has an Ether. Then head all the way right to find a similar nook
with a Hi-Potion. The stairs are above here.
When you hit 1F you'll have a short scene. Keep going and enter the next room.
The stairs visible to your left lead to a room with a Cleric's Robe at the
end of the path. Back in the main room, head up and to the far left corner.
The entrance here leads to a chest with a Pinwheel. Find a similar entranceway
in the northeast corner, this one leading to a Dry Ether. Then head all the way
up in the middle to find a room with a Save Point. This is your last one for
the chapter, so grind against the soldiers if you want and then prep yourself
for the boss.
....Before that, though, you'll get a mini-boss battle against a Commander, a
Martial Artist and a Sorcerer. You can't save after this, but you can heal if
you want to, before continuing through the passage. Now you'll fight the real
fight, against Baugauven of the Fire. Who has somehow made it across worlds...
*********
Baugauven
*********
The good news is that Baugauven has the expected weaknesses, against Ice and
Water. The bad news is that he has several AoE attacks and hits pretty hard.
He can attack twice with his physical attacks and Burning Slash, which hit
decently. Protect is great here, and having more than one mage to heal can be
useful. My main damage dealers were my monk with the Ice Knuckles and Thief
with the Ice Bow, using an Enrage/Strike combo. You should definitely swap this
Thief out (I had him to check for Steal items) for a Warrior or Ranger and use
their abilities for better damage. I had Graham use Darkness when he had enough
HP to spare, but it seemed like the Ice-equipped fighters and mages casting
Blizzara did more damage.
He hits harder, but he also seemed to fall faster since he doesn't have
significantly more HP than Styx and your fifth member is much more useful
than Eduardo. Use two healers if you need to until the plot part of the
battle begins.
Run through a few scenes here. You'll have a scripted boss battle that you
can't lose. Afterwards you'll get Graham's Sword and Sigurd's Armor. Then you
gain the Dark Knight Job and 5 JP. A few more scenes to foreshadow and to lay
the groundwork for the next section will close outChapter 2.
===============================================================================
Chapter 3: Warriors of Light and Darkness
===============================================================================
_______________________________________________
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
World of Light: Forgotten Memories [ffd_ch3a]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(coming soon)
_______________________________________________________________________________
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
| V. Reference |
|_____________________________________________________________________________|
===============================================================================
Sundries [ffd_sun]
===============================================================================
Antidote ------------- Cures Poison/Toxify status.
Dry Ether ------------ Restores 150 MP.
Echo Grass ----------- Cures Silence status.
Elixir --------------- Fully restores HP and MP.
Ether ---------------- Restores 50 MP.
Eye Drops ------------ Cures Blind status.
Golden Needle -------- Cures Stone status.
Hi-Potion ------------ Restores 500 HP.
Iron Ore ------------- Ore to be used in dwarvish crafting.
Large Fang ----------- A large fang.
Maiden's Kiss -------- Cures Frog status.
Mallet --------------- Cures Mini status.
Mithril Ore ---------- Ore to be used in dwarvish crafting.
Phoenix Down --------- Cures Knocked Out status.
Potion --------------- Restores 100 HP.
Remedy --------------- Cures all status effects other than Knocked Out.
Sacred Candle -------- Cures Curse status.
Small Fang ----------- A small fang.
Tent ----------------- Restores party's HP and MP. Usable at save points/on
world map.
X-Potion ------------- Restores 2000 HP.
===============================================================================
Weapons [ffd_wea]
===============================================================================
~~~~~~~~
Shuriken
~~~~~~~~
ATK ACC Notes
Pebble 10 Just a pebble. Used for throwing.
~~~~~~~
Daggers
~~~~~~~
ATK ACC Notes
Knife
Dagger 10 20
Main Gauche 15 20
Orichalcum 23 20
Man-Eater 27 20 Strong vs. humans
Mythril Knife 32 20
Kris 36 20 INT +2, MND +2
~~~~~~
Swords
~~~~~~
ATK ACC Notes
Short Sword 9 20
Broadsword 12 20
Iron Sword 16 20
Longsword 20 20
Tyrfing 29 20
Greatsword 34 20
Mythril Sword 42 20
Sleep Blade 38 20 INT +2; Sometimes causes Sleep
Coral Sword 46 20 Element: Lightning.
~~~~~~~~~~~
Dark Swords
~~~~~~~~~~~
ATK ACC Notes
Dark Sword 43 Element: Dark
~~~~~~
Spears
~~~~~~
ATK ACC Notes
Spear 15 20 Element: Wind.
Halberd 28 20 Element: Wind.
Abel's Spear 30 20 Element: Wind.
Trident 32 20 Element: Lightning/Wind.
Javelin 37 20 Element: Wind. Ignores rows
Mythril Spear 41 20 Element: Wind.
Partisan 45 20 Element: Wind. Ignores rows
~~~~
Axes
~~~~
ATK ACC Notes
Battleaxe 22 10 Strong vs. plants.
Slasher 31 10 Strong vs. plants.
Francisca 37 10 Element: Wind. Ignores rows. Strong vs. plants.
Mythril Axe 45 5 Strong vs. plants.
~~~~~
Claws
~~~~~
ATK ACC Notes
Metal Claw 14 20
Baghknakhs 18 20
Poison Knuckles 26 20 Sometimes causes Poison.
Cat Claws 35 20 SPD +1
Mythril Claws 39 20
Hell Claws 44 20 Element: Dark. Sometimes causes Toxify.
Ice Knuckles 49 20 Element: Ice.
~~~~~~
Staves
~~~~~~
ATK ACC Notes
Staff 5 10 MND +1
Oak Staff 8 10 MND +2
Healing Staff 15 20 MND +3; Casts Cure when used.
Mage's Staff 19 15 MND +4
Mythril Staff 23 15 MND +5
Cleric's Staff 27 15 MND +6; Element: Holy.
~~~~
Rods
~~~~
ATK ACC Notes
Rod 5 INT +1
Metal Rod 7 INT +2
Flame Rod 16 INT +4; El: Fire. Casts Fire when used.
Ice Rod 16 INT +4; El: Ice. Casts Blizzard when used.
Thunder Rod 16 INT +4; El: Lightning. Casts Thunder when used.
Mythril Rod 20 INT +5
Prism Rod 23 INT +6
~~~~
Bows
~~~~
ATK ACC Notes
Iron Bow 13 10 Element: Wind. Ignores rows.
Crossbow 16 10 Element: Wind. Ignores rows.
Silver Bow 23 10 Element: Wind. Ignores rows. Strong vs. demons.
Great Bow 30 5 Element: Wind. Ignores rows.
Flame Bow 30 5 Element: Fire/Wind. Ignores rows.
Ice Bow 30 5 Element: Ice/Wind. Ignores rows.
Lightning Bow 35 15 Element: Lightning/Wind. Ignores rows.
~~~~~
Harps
~~~~~
ATK ACC Notes
Silver Harp 30 15 Ignores rows.
Dream Harp 33 10 Ignores rows. Sometimes causes Sleep.
~~~~~
Whips
~~~~~
ATK ACC Notes
Whip 12 5 Ignores rows. Sometimes causes Paralyze.
Chain Whip 15 5 Ignores rows. Sometimes causes Paralyze.
Tamer's Whip 27 5 Ignores rows. Sometimes causes Paralyze;
Strong vs. beasts
Sleipnir 36 10 SPD +1. Ignores rows. Sometimes causes
Paralyze.
~~~~~~~~~~
Boomerangs
~~~~~~~~~~
ATK ACC Notes
Pinwheel 40 20 Element: Wind. Ignores rows.
===============================================================================
Armor [ffd_arm]
===============================================================================
~~~~~~~
Shields
~~~~~~~
DEF EVA RES MEV Notes
Leather Shield 1 10
Bronze Shield 2 12
Iron Shield 3 15
Steel Shield 4 17
Large Shield 5 20
Mythril Shield 6 22
Tower Shield 7 25
~~~~
Hats
~~~~
DEF EVA RES MEV Notes
Leather Hat 1 1
Feathered Cap 2 2
Headband 3 STR +1; Prevents Confusion
Bandana 4 SPD +1
Headgear 5 3 VIT +2
Green Beret 6 4 SPD +1; VIT +1
~~~~
Caps
~~~~
DEF EVA RES MEV Notes
Cotton Cap 1 2 1
Pointy Hat 2 3 1 INT +1, MND +1
Wizard's Hat 3 4 1 INT +1, MND +1
Circlet 3 5 2 INT +2
Magician's Hat 4 6 2 INT +1, MND +1
Gaia Hat 5 7 3 INT +3
~~~~~
Helms
~~~~~
DEF EVA RES MEV Notes
Leather Helm 2
Bronze Helm 3 1
Iron Helm 4 2
Steel Helm 5 2
Sallet 6 2 STR +1
Mythril Helm 8 3
Barbut 9 3
~~~~~~~~
Leathers
~~~~~~~~
DEF EVA RES MEV Notes
Leather Shirt 3 2
Bronze Hauberk 5 3
Kenpogi 7 5 2 STR +1
Chainmail 9 5 3
Silver Hauberk 10 5 3
Mythril Vest 12 6 4
Justaucorps 13 7 4
~~~~~
Robes
~~~~~
DEF EVA RES MEV Notes
Cotton Robe 2 3 2
Silk Robe 4 4 3
Bard's Tunic 6 5 5
Silver-spun Robe 8 7 8
Magician's Robe 9 8 9 INT +2, MND +2
Gaia Gear 10 9 10 INT +3
~~~~~
Armor
~~~~~
DEF RES MEV Notes
Bronze Armor 6 2
Iron Armor 8 2
Steel Armor 11 2
Linen Cuirass 13 3
Mythril Armor 15 3
Brigandine 16 3
~~~~~~~~~~~
Accessories
~~~~~~~~~~~
DEF EVA RES MEV Notes
Star Pendant Prevents Poison/Toxify.
White Cape Prevents Mini/Frog.
Drowsy Ring Prevents Sleep.
Silver Spectacle Prevents Blind.
Protect Bangle Auto-protect.
Leather Shoes 2 2 SPD +1
Iron Bangle 1 1 2 1
Silver Bangle 2 2 2
Battle Boots 2 STR +2; SPD +2; VIT +2
Iron Armlet 2 1 1
Bronze Armlet 3 2 2
Mythril Armlet 4 2
===============================================================================
Shops [ffd_sho]
===============================================================================
+-----+
| Lux |
+-----+
Inn: 10 gil
Sundries:
30 gil - Potion
60 gil - Maiden's Kiss
40 gil - Antidote
30 gil - Eye Drops
200 gil - Phoenix Down
200 gil - Tent
Weapons:
80 gil - Knife
130 gil - Short Sword
250 gil - Broadsword
100 gil - Staff
80 gil - Rod
Armor:
100 gil - Leather Shield
80 gil - Leather Helm
50 gil - Leather Hat
60 gil - Cotton Cap
120 gil - Leather Armor
80 gil - Leather Shirt
100 gil - Cotton Robe
+---------------------+
| Mog (Northern Cave) |
+---------------------+
Sundries:
30 gil - Potion
60 gil - Maiden's Kiss
40 gil - Antidote
30 gil - Eye Drops
200 gil - Phoenix Down
200 gil - Tent
Weapons:
80 gil - Knife
130 gil - Short Sword
250 gil - Broadsword
100 gil - Staff
80 gil - Rod
Armor:
100 gil - Leather Shield
80 gil - Leather Helm
50 gil - Leather Hat
60 gil - Cotton Cap
120 gil - Leather Armor
80 gil - Leather Shirt
100 gil - Cotton Robe
+-------+
| Liene |
+-------+
Inn: Free
Sundries:
30 gil - Potion
60 gil - Maiden's Kiss
40 gil - Antidote
30 gil - Eye Drops
400 gil - Golden Needle
200 gil - Phoenix Down
200 gil - Tent
Weapons:
280 gil - Dagger
250 gil - Broadsword
450 gil - Iron Sword
100 gil - Staff
80 gil - Rod
480 gil - Spear
380 gil - Metal Claw
350 gil - Iron Bow
330 gil - Whip
Armor:
240 gil - Bronze Shield
300 gil - Bronze Helm
200 gil - Feathered Cap
250 gil - Pointy Hat
400 gil - Bronze Armor
350 gil - Bronze Hauberk
370 gil - Silk Robe
60 gil - Leather Shoes
White Magic:
300 gil - Level 2 (Slow, Silence, Mini)
Black Magic:
300 gil - Level 2 (Poison, Sleep, Toad)
+------------------------+
| Soldier (Castle Liene) |
+------------------------+
Sundries:
30 gil - Potion
1500 gil - Ether
60 gil - Maiden's Kiss
40 gil - Antidote
30 gil - Eye Drops
50 gil - Echo Grass
100 gil - Sacred Candle
400 gil - Golden Needle
200 gil - Phoenix Down
200 gil - Tent
Weapons:
280 gil - Dagger
250 gil - Broadsword
450 gil - Iron Sword
100 gil - Staff
330 gil - Oak Staff
80 gil - Rod
350 gil - Metal Rod
480 gil - Spear
380 gil - Metal Claw
350 gil - Iron Bow
330 gil - Whip
Armor:
240 gil - Bronze Shield
300 gil - Bronze Helm
200 gil - Feathered Cap
250 gil - Pointy Hat
400 gil - Bronze Armor
350 gil - Bronze Hauberk
370 gil - Silk Robe
60 gil - Leather Shoes
White Magic:
300 gil - Level 2 (Slow, Silence, Mini)
Black Magic:
300 gil - Level 2 (Poison, Sleep, Toad)
+---------------+
| Mog (Airship) |
+---------------+
Sundries:
30 gil - Potion
1500 gil - Ether
60 gil - Maiden's Kiss
40 gil - Antidote
30 gil - Eye Drops
50 gil - Echo Grass
400 gil - Golden Needle
200 gil - Phoenix Down
200 gil - Tent
Weapons:
280 gil - Dagger
250 gil - Broadsword
450 gil - Iron Sword
100 gil - Staff
330 gil - Oak Staff
80 gil - Rod
350 gil - Metal Rod
480 gil - Spear
380 gil - Metal Claw
350 gil - Iron Bow
330 gil - Whip
Armor:
240 gil - Bronze Shield
300 gil - Bronze Helm
200 gil - Feathered Cap
250 gil - Pointy Hat
400 gil - Bronze Armor
350 gil - Bronze Hauberk
370 gil - Silk Robe
60 gil - Leather Shoes
White Magic:
300 gil - Level 2 (Slow, Silence, Mini)
Black Magic:
300 gil - Level 2 (Poison, Sleep, Toad)
+--------+
| Braska |
+--------+
Inn: 150 gil
Sundries:
30 gil - Potion
200 gil - Phoenix Down
400 gil - Golden Needle
60 gil - Maiden's Kiss
80 gil - Mallet
50 gil - Echo Grass
30 gil - Eye Drops
40 gil - Antidote
200 gil - Tent
100 gil - Sacred Candle
Weapons:
550 gil - Main Gauche
890 gil - Longsword
480 gil - Spear
520 gil - Battleaxe
780 gil - Baghnakhs
330 gil - Oak Staff
350 gil - Metal Rod
750 gil - Crossbow
700 gil - Chain Whip
Armor:
580 gil - Iron Shield
490 gil - Headband
500 gil - Wizard's Hat
480 gil - Iron Helm
600 gil - Kenpogi
680 gil - Bard's Tunic
750 gil - Iron Armor
400 gil - Iron Armlet
350 gil - Iron Bangle
60 gil - Leather Shoes
+-------+
| Deist |
+-------+
Inn: 200 gil
Sundries:
30 gil - Potion
200 gil - Phoenix Down
400 gil - Golden Needle
60 gil - Maiden's Kiss
80 gil - Mallet
50 gil - Echo Grass
30 gil - Eye Drops
40 gil - Antidote
200 gil - Tent
100 gil - Sacred Candle
Weapons:
1500 gil - Orichalcum
1800 gil - Tyrfing
480 gil - Spear
1700 gil - Poison Knuckles
1650 gil - Healing Staff
1600 gil - Flame Rod
1600 gil - Ice Rod
1600 gil - Thunder Rod
Armor:
1000 gil - Steel Shield
650 gil - Bandana
700 gil - Circlet
1650 gil - Chainmail
1700 gil - Silver-spun Robe
1800 gil - Steel Armor
400 gil - Iron Armlet
350 gil - Iron Bangle
60 gil - Leather Shoes
White Magic:
300 gil - Level 2 (Slow, Silence, Mini)
700 gil - Level 3 (Cura, Protect, Raise)
Black Magic:
300 gil - Level 2 (Poison, Sleep, Toad)
700 gil - Level 3 (Fira, Blizzara, Thundara)
+--------------------+
| Mog (Dragon Roost) |
+--------------------+
Inn: 50 gil
Sundries:
30 gil - Potion
1500 gil - Ether
200 gil - Phoenix Down
400 gil - Golden Needle
60 gil - Maiden's Kiss
80 gil - Mallet
50 gil - Echo Grass
30 gil - Eye Drops
40 gil - Antidote
200 gil - Tent
100 gil - Sacred Candle
Weapons:
1800 gil - Halberd
2000 gil - Slasher
1700 gil - Silver Bow
1900 gil - Tamer's Whip
Armor:
1000 gil - Steel Shield
650 gil - Bandana
700 gil - Circlet
750 gil - Steel Helm
1650 gil - Chainmail
1700 gil - Silver-spun Robe
1800 gil - Steel Armor
800 gil - Bronze Armlet
700 gil - Silver Bangle
60 gil - Leather Shoes
+-----------------+
| Mog (Mt. Verde) |
+-----------------+
Sundries:
30 gil - Potion
200 gil - Phoenix Down
400 gil - Golden Needle
60 gil - Maiden's Kiss
80 gil - Mallet
50 gil - Echo Grass
30 gil - Eye Drops
40 gil - Antidote
200 gil - Tent
100 gil - Sacred Candle
Weapons:
550 gil - Main Gauche
890 gil - Longsword
480 gil - Spear
520 gil - Battleaxe
780 gil - Baghknakhs
330 gil - Oak Staff
350 gil - Metal Rod
750 gil - Crossbow
700 gil - Chain Whip
Armor:
580 gil - Iron Shield
490 gil - Headband
500 gil - Wizard's Hat
480 gil - Iron Helm
600 gil - Kenpogi
680 gil - Bard's Tunic
750 gil - Iron Armor
+-------+
| Verde |
+-------+
Inn: 50 gil
Sundries:
30 gil - Potion
200 gil - Phoenix Down
400 gil - Golden Needle
60 gil - Maiden's Kiss
80 gil - Mallet
50 gil - Echo Grass
30 gil - Eye Drops
40 gil - Antidote
200 gil - Tent
100 gil - Sacred Candle
Weapons:
550 gil - Main Gauche
890 gil - Longsword
480 gil - Spear
520 gil - Battleaxe
780 gil - Baghknakhs
330 gil - Oak Staff
350 gil - Metal Rod
750 gil - Crossbow
700 gil - Chain Whip
Armor:
580 gil - Iron Shield
490 gil - Headband
500 gil - Wizard's Hat
480 gil - Iron Helm
600 gil - Kenpogi
680 gil - Bard's Tunic
750 gil - Iron Armor
400 gil - Iron Armlet
350 gil - Iron Bangle
60 gil - Leather Shoes
White Magic:
300 gil - Level 2 (Slow, Silence, Mini)
Black Magic:
300 gil - Level 2 (Poison, Sleep, Toad)
+---------+
| Alfheim |
+---------+
Inn: 200 gil
Sundries:
30 gil - Potion
1500 gil - Ether
200 gil - Phoenix Down
400 gil - Golden Needle
60 gil - Maiden's Kiss
80 gil - Mallet
50 gil - Echo Grass
30 gil - Eye Drops
40 gil - Antidote
200 gil - Tent
100 gil - Sacred Candle
Weapons:
1500 gil - Orichalcum
1800 gil - Tyrfing
1800 gil - Halberd
2000 gil - Slasher
1700 gil - Poison Knuckles
1650 gil - Healing Staff
1600 gil - Flame Rod
1600 gil - Ice Rod
1600 gil - Thunder Rod
1700 gil - Silver Bow
1900 gil - Tamer's Whip
Armor:
1000 gil - Steel Shield
650 gil - Bandana
700 gil - Circlet
750 gil - Steel Helm
1650 gil - Chainmail
1700 gil - Silver-spun Robe
1800 gil - Steel Armor
800 gil - Bronze Armlet
700 gil - Silver Bangle
60 gil - Leather Shoes
White Magic:
300 gil - Level 2 (Slow, Silence, Mini)
700 gil - Level 3 (Cura, Protect, Raise)
Black Magic:
300 gil - Level 2 (Poison, Sleep, Toad)
700 gil - Level 3 (Fira, Blizzara, Thundara)
+------+
| Capo |
+------+
Inn: 150 gil
Sundries:
30 gil - Potion
200 gil - Phoenix Down
400 gil - Golden Needle
60 gil - Maiden's Kiss
80 gil - Mallet
50 gil - Echo Grass
30 gil - Eye Drops
40 gil - Antidote
200 gil - Tent
100 gil - Sacred Candle
Weapons:
2200 gil - Man-Eater
2900 gil - Greatsword
2800 gil - Trident
2000 gil - Slasher
2500 gil - Cat Claws
2700 gil - Mage's Staff
1600 gil - Flame Rod
1600 gil - Ice Rod
1600 gil - Thunder Rod
2600 gil - Great Bow
1900 gil - Tamer's Whip
Armor:
1350 gil - Large Shield
1000 gil - Headgear
1250 gil - Magician's Hat
1200 gil - Sallet
2400 gil - Silver Hauberk
2600 gil - Magician's Robe
2700 gil - Linen Cuirass
800 gil - Bronze Armlet
700 gil - Silver Bangle
White Magic:
300 gil - Level 2 (Slow, Silence, Mini)
700 gil - Level 3 (Cura, Protect, Raise)
Black Magic:
300 gil - Level 2 (Poison, Sleep, Toad)
700 gil - Level 3 (Fira, Blizzara, Thundara)
+----------------+
| Pirate Hideout |
+----------------+
Inn: 300 gil
Sundries:
30 gil - Potion
200 gil - Phoenix Down
400 gil - Golden Needle
60 gil - Maiden's Kiss
80 gil - Mallet
50 gil - Echo Grass
30 gil - Eye Drops
40 gil - Antidote
200 gil - Tent
100 gil - Sacred Candle
+---------+
| Rusalka |
+---------+
Inn: 220 gil
Sundries:
30 gil - Potion
150 gil - Hi-Potion
1500 gil - Ether
200 gil - Phoenix Down
400 gil - Golden Needle
60 gil - Maiden's Kiss
80 gil - Mallet
50 gil - Echo Grass
30 gil - Eye Drops
40 gil - Antidote
200 gil - Tent
100 gil - Sacred Candle
Weapons:
3700 gil - Mythril Knife
5200 gil - Mythril Sword
4900 gil - Mythril Spear
4300 gil - Mythril Claws
4500 gil - Mythril Staff
4000 gil - Mythril Rod
3800 gil - Silver Harp
5700 gil - Sleipnir
Armor:
2500 gil - Mythril Shield
1500 gil - Green Beret
1600 gil - Gaia Hat
1700 gil - Mythril Helm
3500 gil - Mythril Vest
3600 gil - Gaia Gear
3800 gil - Mythril Armor
2000 gil - Mythril Armlet
1800 gil - Mythril Bangle
White Magic:
700 gil - Level 3 (Cura, Protect, Raise)
1500 gil - Level 4 (Basuna, Confuse, Teleport)
Black Magic:
700 gil - Level 3 (Fira, Blizzara, Thundara)
1500 gil - Level 4 (Drain, Break, Bio)
+--------+
| Kurgis |
+--------+
Inn: 200 gil
Sundries:
30 gil - Potion
200 gil - Phoenix Down
400 gil - Golden Needle
60 gil - Maiden's Kiss
80 gil - Mallet
50 gil - Echo Grass
30 gil - Eye Drops
40 gil - Antidote
200 gil - Tent
100 gil - Sacred Candle
Weapons:
2200 gil - Man-Eater
2900 gil - Greatsword
2800 gil - Trident
2000 gil - Slasher
2500 gil - Cat Claws
2700 gil - Mage's Staff
1600 gil - Flame Rod
1600 gil - Ice Rod
1600 gil - Thunder Rod
2600 gil - Great Bow
1900 gil - Tamer's Whip
Armor:
1350 gil - Large Shield
1000 gil - Headgear
1250 gil - Magician's Hat
1200 gil - Sallet
2400 gil - Silver Hauberk
2600 gil - Magician's Robe
2700 gil - Linen Cuirass
800 gil - Bronze Armlet
700 gil - Silver Bangle
White Magic:
300 gil - Level 2 (Slow, Silence, Mini)
700 gil - Level 3 (Cura, Protect, Raise)
Black Magic:
300 gil - Level 2 (Poison, Sleep, Toad)
700 gil - Level 3 (Fira, Blizzara, Thundara)
+------+
| Aule |
+------+
Inn: 280 gil
Sundries:
30 gil - Potion
150 gil - Hi-Potion
1500 gil - Ether
200 gil - Phoenix Down
400 gil - Golden Needle
60 gil - Maiden's Kiss
80 gil - Mallet
50 gil - Echo Grass
30 gil - Eye Drops
40 gil - Antidote
200 gil - Tent
100 gil - Sacred Candle
Weapons:
3700 gil - Mythril Knife
5200 gil - Mythril Sword
5000 gil - Dark Sword
5500 gil - Mythril Axe
4300 gil - Mythril Claws
4500 gil - Mythril Staff
4000 gil - Mythril Rod
4400 gil - Flame Bow
4400 gil - Ice Bow
4400 gil - Lightning Bow
5700 gil - Sleipnir
Ore Smith:
2 Iron Ore + 5 Mythril Ore - Dwarven Axe
3 Iron Ore + 3 Mythril Ore - Mythril Bow
5 Iron ore + 0 Mythril Ore - Horned Hat
Armor:
2500 gil - Mythril Shield
2500 gil - Green Beret
1600 gil - Gaia Hat
1700 gil - Mythril Helmm
3500 gil - Mythril Vest
3600 gil - Gaia Gear
3800 gil - Mythril Armor
2000 gil - Mythril Armlet
1800 gil - Mythril Bangle
White Magic:
700 gil - Level 3 (Cura, Protect, Raise)
1500 gil - Level 4 (Basuna, Confuse, Teleport)
Black Magic:
700 gil - Level 3 (Fira, Blizzara, Thundara)
1500 gil - Level 4 (Drain, Break, Bio)
+------------------------+
| Mog (Castle Falgabard) |
+------------------------+
Sundries:
30 gil - Potion
150 gil - Hi-Potion
1500 gil - Ether
200 gil - Phoenix Down
400 gil - Golden Needle
60 gil - Maiden's Kiss
80 gil - Mallet
50 gil - Echo Grass
30 gil - Eye Drops
40 gil - Antidote
200 gil - Tent
100 gil - Sacred Candle
Weapons:
3700 gil - Mythril Knife
5200 gil - Mythril Sword
5000 gil - Dark Sword
5500 gil - Mythril Axe
4300 gil - Mythril Claws
4500 gil - Mythril Staff
4000 gil - Mythril Rod
4400 gil - Flame Bow
4400 gil - Ice Bow
4400 gil - Lightning Bow
5700 gil - Sleipnir
Armor:
2500 gil - Mythril Shield
2500 gil - Green Beret
1600 gil - Gaia Hat
1700 gil - Mythril Helmm
3500 gil - Mythril Vest
3600 gil - Gaia Gear
3800 gil - Mythril Armor
2000 gil - Mythril Armlet
1800 gil - Mythril Bangle
White Magic:
700 gil - Level 3 (Cura, Protect, Raise)
1500 gil - Level 4 (Basuna, Confuse, Teleport)
Black Magic:
700 gil - Level 3 (Fira, Blizzara, Thundara)
1500 gil - Level 4 (Drain, Break, Bio)
===============================================================================
White Magic [ffd_whi]
===============================================================================
+---------+
| Level 1 |
+---------+
Cure (4MP) ----------- Restores HP to a single/all target(s).
Libra (1) ------------ Reveals target's HP and weaknesses.
Poisona (3MP) -------- Removes Poison and Toxify frmo a single target.
+---------+
| Level 2 |
+---------+
Slow (7MP) ----------- Slows the passing of time for a single target.
Silence (5MP) -------- Inflicts silence on a single target, preventing spell
casting.
Mini (6MP) ----------- Makes target small, decreasing physical attack power, or
restores state.
+---------+
| Level 3 |
+---------+
Cura (14MP) ---------- Restores HP to a single/all target(s).
Protect (8MP) -------- Reduces physical damage received by a single/all
target(s).
Raise (22MP) --------- Revives a single target.
+---------+
| Level 4 |
+---------+
Basuna (10MP) -------- Removes Sleep, Confuse, Paralyze, Berserk, and Curse
from a single target.
Confuse (7MP) -------- Inflicts confuse to a single target, causing it to
attack randomly.
Teleport (15MP) ------ Teleports the party away from a battle or dungeon.
===============================================================================
Black Magic [ffd_bla]
===============================================================================
+---------+
| Level 1 |
+---------+
Fire (5MP) ----------- Deals fire damage to a single/all target(s).
Blizzard (5MP) ------- Deals ice damage to a single/all target(s).
Thunder (5MP) -------- Deals lightning damage to a single/all target(s).
+---------+
| Level 2 |
+---------+
Poison (2MP) --------- Inflicts Poison on a single target, inflicting periodic
damage.
Sleep (7MP) ---------- Inflicts Sleep on a single target, preventing action.
Damage wakens sleeping targets.
Toad (8MP) ----------- Transforms target into a frog, decreasing its ATK and
preventing it from casting spells other than Toad.
+---------+
| Level 3 |
+---------+
Fira (10MP) ---------- Deals fire damage to a single/all target(s).
Blizzara (10MP) ------ Deals ice damage to a single/all target(s).
Thundara (10MP) ------ Deals lightning damage to a single/all target(s).
+---------+
| Level 4 |
+---------+
Drain (15MP) --------- Absorbs HP from a single target.
Break (18MP) --------- Inflicts Petrify on a single target, turning it to
stone.
Bio (20MP) ----------- Releases a virus that deals damage to a single/all
target(s) and inflicts Sap.
===============================================================================
Eidolons [ffd_eid]
===============================================================================
+---------+
| Level 1 |
+---------+
Sylph (12MP) --------- Deals magic damage to a single enemy and restores HP
to all allies.
Chocobo (12MP) ------- Deals magic damage to a single enemy.
+---------+
| Level 2 |
+---------+
Ramuh (29MP) --------- Deals lightning damage to all enemies.
Titan (39MP) --------- Deals earth damage to all enemies.
+---------+
| Level 3 |
+---------+
Shiva (34MP) --------- Deals ice damage to all enemies.
Ifrit (35MP) --------- Deals fire damage to all enemies.
===============================================================================
Bestiary [ffd_bes]
===============================================================================
This list is done to the best of my knowledge. I didn't fight every single
enemy until it dropped something, and I've seen an enemy drop more than one
unique item, so I'm sure there are possibilities out there I didn't encounter.
Basically everything drops Potions of some sort, but I didn't mark this every
time if I couldn't tell which monster dropped the item. I did steal from all
the monsters, and once you've done so you get a message that the monster
doesn't have anything so I believe there's only one stealable item per monster.
Keep in mind that experience is shared amongst your party. So if a monster
gives 500 experience and you have 5 characters, each will get 100. This is why
it seems like monsters give you weird, uneven amounts of experience sometimes,
when you have your extra 5th character, or if some people are dead, or a
monster ran away. The division doesn't always work out well but you can back
into it easily once you have two combinations of overlapping monsters. There
also seem to be enemies with fractional experience points. Example: Megalodoth
by himself gives 50 exp to a party of 4, or 200 base. With 2 Tokudaias, the
group gives 90 exp to a party of 4, implying the Tokudaia gives 80 base each.
Now, a Tokudaia and 2 Gargoyles give 99, or 396 base, implying that a Gargoyle
give 158 exp each. But 2 Tokudaias and a single Gargoyle give 79 to a party of
4, which would be 316 base and imply that the Gargoyle gave 156, not 158. I
tried to get as many combinations as possible to get as accurate data as was
feasible, and there weren't a lot of situations where this happened. As is,
some enemies I've listed as giving x.5 experience to indicate this, and I
always gave assumption precedence to enemies which appeared without other
types of monsters.
Some enemies only appear with each other, or only in story battles, so it isn't
possible to determine how much experience or gil you get from each. An example
are the Ensign and Lieutenant enemies, which only appear in a story battle in
the Dragonweed Gardens. In situations like this I estimated based on precedent.
Typically bosses don't give gil, so in this case I attributed the gil to the
underlings rather than the mini-boss, and I split the AP proportionally. At the
end of the day it doesn't really matter either way though.
For enemies that aren't susceptible to Libra, I killed them at least 3 times to
get as close as possible and then went with what looks reasonable. For example,
when I fought Ramuh and he died at 7400 HP, I fought him again and used weaker
characters once I got to 7000 so that I could get as close as possible. When
he didn't die at 7147 and did die at 7234, I'm comfortable calling that 7200.
I haven't hacked the game to look at drop rates or anything like that. I've
marked the commonly known rare drops like tails and fangs as rare, but this
could be anybody's guess as to what the drop rates really are.
The list is in alphabetical sort for simplicity. When I refer to monsters found
on the overworld, I note it by the closest landmark, which is usually the town
or city nearby.
Type:
Location:
HP:
Weakness:
Gil:
Exp:
AP:
Steal:
Drop:
Abysteel
Type: Bat
Location: Cave of Dread
HP: 680
Weakness: Fire/Wind
Gil: 95
Exp: 800
AP: 2
Steal: Echo Grass
Drop: Ether
Alacran
Type: Scorpion
Location: Castle Lux
HP: 40
Weakness: None
Gil: 7
Exp: 5
AP: 1
Steal:
Drop:
Amoeba
Type: Amoeba
Location: Pirate Cave
HP: 480
Weakness: Lightning
Gil: 69
Exp: 948
AP: 2
Steal: Hi-Potion
Drop:
Anemone
Type: Manta Ray
Location: Underwater Temple
HP: 1,480
Weakness: Lightning
Gil: 83
Exp: 1,330
AP: 5
Steal: Eye Drops
Drop: Antidote
Ankheg
Type: Millepede
Location: Castle Lux, Northern Cave
HP: 85
Weakness: Ice
Gil: 11
Exp: 28.5
AP: 1
Steal: Potion
Drop: Potion
Antares
Type: Scorpion
Location: Crystal Temple, Liene, Mt. Lux
HP: 210
Weakness: Fire
Gil: 36
Exp: 86
AP: 1
Steal: Antidote
Drop:
Aqua Rex
Type: Dinosaur
Location: Underwater Temple
HP: 4,000
Weakness: None
Gil: 280
Exp: 5,000
AP: 8
Steal: Potion
Drop: Large Fang
Archer
Type: Avalonian
Location: Mt. Gulg
HP: 980
Weakness: None
Gil: 190
Exp: 2,000
AP: 5
Steal: Headgear
Drop:
***Asmodai (1st)***
Type: Avalonian General
Location: Yggdrasil
HP: 8,000
Weakness: Wind
Gil: 0
Exp: 22,000
AP: 25
Steal: None
Drop: Francisca
Avenger
Type: Goblin
Location: Deist (Secret Cave)
HP: 1500
Weakness: None (Libra lies)
Gil: 666
Exp: 666
AP: 1
Steal: Potion
Drop: Potion
Balrog
Type: Imp
Location: Highwind Tower
HP: 400
Weakness: None
Gil: 77
Exp: 780
AP: 3
Steal: Potion
Drop: Leather Shoes
Bandersnatch
Type: Lion
Location: Aule
HP: 1,100
Weakness: None
Gil: 120
Exp: 990
AP: 2
Steal: Potion
Drop:
Bandit
Type: Human
Location: Castle Falgabard
HP: 1,100
Weakness: None
Gil: 38
Exp: 1,150
AP: 4
Steal: Bandana
Drop:
Basilisk
Type: Lizard
Location: Mt. Liene, Mt. Lux
HP: 100
Weakness: None
Gil: 38
Exp: 92
AP: 1
Steal: Potion
Drop:
Battlemage
Type: Avalonian
Location: Airship (Ch. 1)
HP: 185
Weakness: None
Gil: 39
Exp: 145
AP: 1
Steal: Rod
Drop: Metal Rod
***Baugauven***
Type: Avalonian General
Location: Mt. Gulg
HP: 12,000
Weakness: Ice/Water
Gil: 0
Exp: 0
AP: 0
Steal: None
Drop: None
Bigbear
Type: Bear
Location: Umberwood
HP: 1,000
Weakness: None
Gil: 55
Exp: 930
AP: 4
Steal: Potion
Drop:
Big Eye
Type: Ahriman
Location: Braska, Alfheim
HP: 270
Weakness: Wind
Gil: 62
Exp: 210
AP: 1
Steal: Eye Drops
Drop:
Big Horn
Type: Bull
Location: Mt. Rusalka
HP: 840
Weakness: Fire
Gil: 80
Exp: 1,000
AP: 4
Steal: Hi-Potion
Drop:
Bikke
Type: Human
Location: Pirate Cave
HP: 8,000
Weakness: None
Gil: 0
Exp: 16,000
AP: 10
Steal: Mythril Knife
Drop:
Birostris
Type: Manta Ray
Location: Pirate Cave
HP: 720
Weakness: None
Gil: 90
Exp: 970
AP: 2
Steal: Hi-Potion
Drop:
Black Widow
Type: Spider
Location: Yggdrasil
HP: 350
Weakness: Lightning
Gil: 75
Exp: 320
AP: 2
Steal: Phoenix Down
Drop: Potion
Bee
Type: Wasp
Location: Rusalka Sewers
HP: 2
Weakness: None
Gil: 0
Exp: 50
AP: 0
Steal: None
Drop:
Blood Bat
Type: Bat
Location: Crystal Temple
HP: 70
Weakness: Fire/Wind
Gil: 15
Exp: 23.5
AP: 1
Steal: None
Drop: Potion
Bloodfang
Type: Wolf
Location: Forest of the Fey
HP: 790
Weakness: Fire
Gil: 100
Exp: 950
AP: 2
Steal: Hi-Potion
Drop: Potion, Antidote
Blood Sucker
Type: Kraken
Location: Sunken Ship
HP: 450
Weakness: Lightning
Gil: 100
Exp: 600
AP: 5
Steal: Potion
Drop:
Bomb
Type: Bomb
Location: Crystal Temple, Mt. Liene, Mt. Lux
HP: 95
Weakness: Wind
Gil: 35
Exp: 84
AP: 1
Steal: Potion
Drop: Potion
Bone Dragon
Type: Dragon
Location: Highwind Tower
HP: 1,111
Weakness: Fire/Light
Gil: 90
Exp: 1,450
AP: 6
Steal: Potion
Drop: Antidote
Bugbear
Type: Bear
Location: Liene, Mt. Lux, Verde
HP: 300
Weakness: None
Gil: 26
Exp: 200
AP: 2
Steal: Potion
Drop:
Butch
Type: Chimera
Location: Castle Liene
HP: 1800
Weakness: None
Gil: 0
Exp: 1550
AP: 2
Steal: Ether
Drop: None
Cait Sith
Type: Panther
Location: Cave to Deist, Deist, Dragon Valley, Alfheim, Cave to Yggdrasil
HP: 280
Weakness: Fire
Gil: 77
Exp: 292
AP: 2
Steal: Potion
Drop:
Captain
Type: Avalonian
Location: Airship (Ch. 1)
HP: 2100
Weakness: None
Gil: 0
Exp: 1496.5
AP: 5
Steal: Iron Armor
Drop:
Carbuncle
Type: Ore
Location: Northern Cave
HP: 38
Weakness: None
Gil: 13
Exp: 26.5
AP: 1
Steal: Potion
Drop: Potion
Cavalier
Type: Avalonian
Location: Airship (Ch. 1)
HP: 270
Weakness: None
Gil: 41
Exp: 172.5
AP: 1
Steal: Hi-Potion
Drop:
Cave Bat
Type: Bat
Location: Capo
HP: 350
Weakness: Wind
Gil: 65
Exp: 450
AP: 2
Steal: Echo Grass
Drop:
Cave Lizard
Type: Lizard
Location: Cave to Yggdrasil
HP: 340
Weakness: None
Gil: 60
Exp: 300
AP: 2
Steal: Eye Drops
Drop:
Cave Turtle
Type: Oreotoise
Location: Cave to Deist
HP: 300
Weakness: Ice
Gil: 70
Exp: 500
AP: 3
Steal: Potion
Drop:
Chimera
Type: Chimera
Location: Cave to Deist (Empty Room)
HP: 1,500
Weakness: None
Gil: 400
Exp: 1,300
AP: 8
Steal: Ether
Drop: Small Fang (rare)
Cocatrice
Type: Cocatrice
Location: Mt. Liene, Mt. Lux
HP: 95
Weakness: Wind
Gil: 32
Exp: 72
AP: 1
Steal: Potion
Drop:
Commander
Type: Avalonian
Location: Falgabard Passage
HP: 6,200
Weakness: None
Gil: 0
Exp: 20,000
AP: 20
Steal: Mythril Armor
Drop:
Conus
Type: Slug
Location: Underwater Temple
HP: 1,300
Weakness: Lightning
Gil: 146
Exp: 2,000
AP: 6
Steal: Antidote
Drop:
Crazy Horse
Type: Horse
Location: Verde
HP: 100
Weakness: None
Gil: 28
Exp: 76
AP: 1
Steal: Potion
Drop:
Cruller
Type: Cruller
Location: Cave of Dread
HP: 800
Weakness: Dark
Gil: 128
Exp: 980
AP: 4
Steal: Hi-Potion
Drop: Mythril Vest
Cursed Bronze
Type: Medal
Location: Crystal Temple
HP: 75
Weakness: Lightning
Gil: 25
Exp: 25
AP: 1
Steal: Potion
Drop:
Cursed Silver
Type: Medal
Location: Glacial Cave
HP: 640
Weakness: Lightning
Gil: 225
Exp: 1,000
AP: 4
Steal: Phoenix Down
Drop: Silver Hauberk
Dark Mage
Type: Human
Location: Cave of Convulsion
HP: 560
Weakness: None
Gil: 86
Exp: 470
AP: 3
Steal: Ice Rod
Drop: Eye Drops
Death Crawler
Type: Crawler
Location: Cave of Dread
HP: 1,250
Weakness: Dark
Gil: 132
Exp: 1,600
AP: 6
Steal: Hi-Potion
Drop:
Death Flower
Type: Plant
Location: Near Crystal Temple
HP: 75
Weakness: Fire
Gil: 16
Exp: 30
AP: 1
Steal: Potion
Drop:
Death Stalker
Type: Scorpion
Location: Falgabard Passage
HP: 880
Weakness: None
Gil: 132
Exp: 1,000
AP: 2
Steal: Antidote
Drop:
Deist Eagle
Type: Cocatrice
Location: Deist, Dragon Valley
HP: 150
Weakness: Wind
Gil: 64
Exp: 290
AP: 1
Steal: Potion
Drop:
Demiwolf
Type: Lycanthrope
Location: Capo
HP: 600
Weakness: Fire
Gil: 95
Exp: 700
AP: 3
Steal: Potion
Drop:
Desert Hare
Type: Hare
Location: Liene, Mt. Lux
HP: 80
Weakness: None
Gil: 31
Exp: 63
AP: 1
Steal: Potion
Drop: Potion
Devil Fish
Type: Manta Ray
Location: Underwater Temple
HP: 888
Weakness: Lightning
Gil: 188
Exp: 1,700
AP: 5
Steal: Hi-Potion
Drop:
Devourer
Type: Kraken
Location: Pirate Cave
HP: 1,120
Weakness: Lightning
Gil: 162
Exp: 1,250
AP: 4
Steal: Tent
Drop:
Diorite
Type: Ore
Location: Mt. Rusalka
HP: 640
Weakness: None
Gil: 96
Exp: 900
AP: 2
Steal: Golden Needle
Drop: Golden Needle
Drake
Type: Wyvern
Location: Cave to Deist, Dragon Valley
HP: Unlimited
Weakness: None
Gil: 0
Exp: 0
AP: 0
Steal: Hi-Potion
Drop: None
Dundoth
Type: Human
Location: Castle Falgabard
HP: 7,200
Weakness: None
Gil: 0
Exp: 16,000
AP: 10
Steal: Mythril Knife
Drop:
Dynamine
Type: Ore
Location: Cave of Fulmination
HP: 380
Weakness: None
Gil: 60
Exp: 280
AP: 2
Steal: Potion
Drop:
Elemental
Type: Element
Location: Dragon Valley
HP: 222
Weakness: None
Gil: 75
Exp: 440
AP: 2
Steal: Potion
Drop:
Elm Gigas
Type: Ogre
Location: Mt. Rusalka
HP: 1,990
Weakness: None
Gil: 128
Exp: 2,200
AP: 6
Steal: Hi-Potion
Drop:
Elf Toad
Type: Toad
Location: Cave of Convulsion
HP: 480
Weakness: Ice
Gil: 77
Exp: 310
AP: 2
Steal: Hi-Potion
Drop:
Ensign
Type: Avalonian
Location: Dragonweed Gardens
HP: 680
Weakness: None
Gil: 100
Exp: 2000
AP: 3
Steal: Tyrfing
Drop:
Ent
Type: Treant
Location: Umberwood
HP: 1,000
Weakness: Fire
Gil: 85
Exp: 960
AP: 2
Steal: Potion
Drop:
Evil Bat
Type: Bat
Location: Cave of Fulmination, Cave of Convulsion
HP: 300
Weakness: Fire/Wind
Gil: 57
Exp: 185
AP: 2
Steal: Antidote
Drop: Potion
Evil Eye
Type: Ahriman
Location: Aule
HP: 550
Weakness: Light/Wind
Gil: 70
Exp: 800
AP: 3
Steal: Phoenix Down
Drop:
Fangpuller
Type:
Location: Skeleton
HP: 630
Weakness: Fire/Light
Gil: 55
Exp: 450
AP: 2
Steal: Hi-Potion
Drop: Mythril Spear
Fire Elemental
Type: Element
Location: Mt. Gulg
HP: 450
Weakness: Ice/Water
Gil: 111
Exp: 1,110
AP: 4
Steal: Potion
Drop:
Fire Gigas
Type: Gigas
Location: Cave of Perfervidity
HP: 3,150
Weakness: Ice/Water
Gil: 195
Exp: 2,900
AP: 10
Steal: Hi-Potion
Drop:
Flamebeast
Type: Cave of Fulmination
Location: 600
HP: None
Weakness: 90
Gil: 460
Exp: 2
AP: Echo Grass
Steal: Hi-Potion
Drop:
Flamehound
Type: Beast
Location: Mt. Liene
HP: 235
Weakness: Ice
Gil: 35
Exp: 112
AP: 1
Steal: Hi-Potion
Drop:
Flamequine
Type: Horse
Location: Cave of Perfervidity
HP: 1,250
Weakness: None
Gil: 105
Exp: 1,110
AP: 2
Steal: Potion
Drop: Hi-Potion
Floating Eye
Type: Ahriman
Location: Mt. Liene, Mt. Lux
HP: 105
Weakness: Wind
Gil: 24
Exp: 52
AP: 1
Steal: Eye Drops
Drop:
Freezeflower
Type: Plant
Location: Glacial Cave
HP: 1,120
Weakness: Fire
Gil: 135
Exp: 1,150
AP: 4
Steal: Eye Drops
Drop:
Gargoyle
Type: Demon
Location: Castle Liene, Mt. Verde
HP: 270
Weakness: Light
Gil: 55
Exp: 156.5
AP: 2
Steal: Hi-Potion
Drop:
Gatlinghog
Type: Echidna
Location: Capo
HP: 345
Weakness: Fire
Gil: 95
Exp: 650
AP: 2
Steal: Golden Needle
Drop:
Ghoul
Type: Zombie
Location: Umberwood
HP: 700
Weakness: Fire/Light
Gil: 78
Exp: 666
AP: 3
Steal: Silver Bangle
Drop:
Gigantoad
Type: Toad
Location: Northern Cave
HP: 65
Weakness: Ice
Gil: 14
Exp: 23.5
AP: 1
Steal: Maiden's Kiss
Drop:
Gilbird
Type: Cocatrice
Location: Forest of the Fey
HP: 1,500
Weakness: None
Gil: 1,000
Exp: 50
AP: 5
Steal: Golden Needle
Drop:
Glyphed Soul
Type: Spirit
Location: Umberwood
HP: 480
Weakness: None
Gil: 69
Exp: 950
AP: 2
Steal: Potion
Drop:
Goblin
Type: Goblin
Location: Lux, Northern Cave
HP: 21
Weakness: None
Gil: 3
Exp: 10
AP: 1
Steal: Potion
Drop: Leather Hat
Goetia
Type: Rate
Location: Falgabard Passage
HP: 750
Weakness: Fire
Gil: 100
Exp: 950
AP: 2
Steal: Potion
Drop: Antidote
Grass Tortoise
Type: Oreotoise
Location: Liene
HP: 280
Weakness: Ice
Gil: 30
Exp: 77.5
AP: 1
Steal: Potion
Drop:
Green Keeper
Type: Ogre
Location: Cave to Yggdrasil, Yggdrasil
HP: 2,800
Weakness: Fire
Gil: 350
Exp: 5,000
AP: 10
Steal: Ether
Drop:
Gremlin
Type: Imp
Location: Mt. Falgabard
HP: 990
Weakness: None
Gil: 96
Exp: 950
AP: 2
Steal: Hi-Potion
Drop:
Grenade
Type: Bomb
Location: Cave of Perfervidity
HP: 800
Weakness: Wind
Gil: 100
Exp: 900
AP: 2
Steal: Phoenix Down
Drop:
Grizzly Bear
Type: Bear
Location: Yggdrasil
HP: 780
Weakness: None
Gil: 100
Exp: 880
AP: 4
Steal: Potion
Drop:
Happy Bunny
Type: Hare
Location: Mazewood
HP: 240
Weakness: None
Gil: 100
Exp: 228
AP: 4
Steal: Phoenix Down
Drop:
***Hecatoncheir***
Type: Demon
Location: Cave of Dread
HP: 6,000 (twice)
Weakness: None
Gil: 0
Exp: 23,000
AP: 15
Steal: None
Drop:
Hellcat
Type: Panther
Location: Cave of Perfervidity
HP: 1,000
Weakness: Fire
Gil: 165
Exp: 1,350
AP: 3
Steal: Potion
Drop:
Hell Liger
Type: Lion
Location: Mt. Gulg
HP: 1,250
Weakness: None
Gil: 133
Exp: 1,500
AP: 5
Steal: Potion
Drop:
Hell Minion
Type: Ogre
Location: Castle Liene
HP: 1600
Weakness: None
Gil: 0
Exp: 1450
AP: 3
Steal: Hi-Potion
Drop: None
Hobgoblin
Type: Goblin
Location: Crystal Temple, Mt. Liene, Mt. Lux
HP: 80
Weakness: None
Gil: 30
Exp: 64
AP: 1
Steal: Leather Shoes
Drop: Potion
Horned Devil
Type: Demon
Location: Castle Falgabard
HP: 1,480
Weakness: Light
Gil: 188
Exp: 1,700
AP: 5
Steal: Golden Needle
Drop: Ether
Hornet
Type: Wasp
Location: Lux
HP: 20
Weakness: Wind
Gil: 2
Exp: 7.5
AP: 1
Steal: Antidote
Drop:
Icaronycteris
Type: Bat
Location: Cave of Perfervidity
HP: 720
Weakness: Wind
Gil: 95
Exp: 800
AP: 2
Steal: Echo Grass
Drop: Hi-Potion
Ice Beast
Type: Beast
Location: Glacial Cave
HP: 1,250
Weakness: Fire
Gil: 133
Exp: 1,500
AP: 3
Steal: Echo Grass
Drop: Tent
Ice Flan
Type: Flan
Location: Glacial Cave
HP: 360
Weakness: Fire
Gil: 92
Exp: 1,110
AP: 4
Steal:
Drop:
Ice Golem
Type: Golem
Location: Glacial Cave
HP: 1,900
Weakness: Fire
Gil: 180
Exp: 2,600
AP: 8
Steal: Sacred Candle
Drop:
Ice Lizard
Type: Lizard
Location: Glacial Cave
HP: 860
Weakness: Fire
Gil: 109
Exp: 1,100
AP: 3
Steal: Hi-Potion
Drop:
***Ifrit***
Type: Eidolon
Location: Cave of Perfervidity
HP: 16,000
Weakness: Ice/Water
Gil: 0
Exp: 32,000
AP: 20
Steal: Ether
Drop: None
Imp
Type: Imp
Location: Crystal Temple
HP: 85
Weakness: None
Gil: 17
Exp: 35
AP: 1
Steal: Potion
Drop: Sacred Candle
Killer Bee
Type: Wasp
Location: Near Crystal Temple
HP: 55
Weakness: Wind
Gil: 13
Exp: 21.5
AP: 1
Steal: Antidote
Drop: Antidote
Killer Fish
Type: Pirahna
Location: Pirate Cave
HP: 590
Weakness: Lightning
Gil: 77
Exp: 860
AP: 2
Steal: Eye Drops
Drop:
Killer Mantis
Type: Mantis
Location: Crystal Temple, Liene, Mt. Lux
HP: 140
Weakness: None
Gil: 40
Exp: 116
AP: 1
Steal: Antidote
Drop:
Killer Tiger
Type: Tiger
Location: Forest of the Fey
HP: 1,100
Weakness: None
Gil: 146
Exp: 1,150
AP: 3
Steal: Poison Knuckles
Drop:
Killer Wolf
Type: Lycanthrope
Location: Forest of the Fey
HP: 940
Weakness: None
Gil: 132
Exp: 1,000
AP: 2
Steal: Hi-Potion
Drop:
Lamia
Type: Naga
Location: Mt. Liene
HP: 210
Weakness: Fire
Gil: 40
Exp: 99
AP: 1
Steal: Hi-Potion
Drop: Maiden's Kiss
Lancer
Type: Avalonian
Location: Falgabard Passage
HP: 1,360
Weakness: None
Gil: 190
Exp: 2,000
AP: 5
Steal: Headgear
Drop: Sacred Candle
Leaf Bunny
Type: Hare
Location: Lux
HP: 29
Weakness: None
Gil: 4
Exp: 7.5
AP: 1
Steal: Potion
Drop: Potion
Legeater
Type: Bramble
Location: Mt. Verde
HP: 210
Weakness: Fire
Gil: 38
Exp: 84
AP: 1
Steal: Potion
Drop:
Lemur
Type: Naga
Location: Cave of Perfervidity
HP: 1,800
Weakness: Fire
Gil: 170
Exp: 1,420
AP: 3
Steal: Echo Grass
Drop:
Leprechaun
Type: Goblin
Location: Cave of Dread
HP: 720
Weakness: None
Gil: 89
Exp: 950
AP: 2
Steal: Mythril Bangle
Drop:
Lesser Demon
Type: Demon
Location: Highwind Tower
HP: 440
Weakness: Light
Gil: 80
Exp: 850
AP: 3
Steal: Golden Needle
Drop: Potion
Lesser Lopros
Type: Wyvern
Location: Crystal Temple, Mt. Liene
HP: 330
Weakness: Wind
Gil: 54
Exp: 180
AP: 2
Steal: Hi-Potion
Drop:
Lieutenant
Type: Avalonian
Location: Dragonweed Gardens
HP: 2000
Weakness: None
Gil: 0
Exp: 6500
AP: 7
Steal: Steel Armor
Drop:
Lilith
Type: Naga
Location: Highwind Tower
HP: 570
Weakness: Fire
Gil: 85
Exp: 790
AP: 3
Steal: Echo Grass
Drop: Remedy
Lizard
Type: Lizard
Location: Crystal Temple
HP: 80
Weakness: Ice
Gil: 14
Exp: 30
AP: 1
Steal: Potion
Drop:
Lukhavi
Type: Mammoth
Location: Glacial Cave
HP: 1,350
Weakness: None
Gil: 165
Exp: 1,700
AP: 3
Steal: Hi-Potion
Drop:
Magmantis
Type: Mantis
Location: Mt. Gulg
HP: 990
Weakness: Ice/Water
Gil: 135
Exp: 1,620
AP: 4
Steal: Potion
Drop:
Magma Turtle
Type: Oreotoise
Location: Cave of Perfervidity
HP: 2,600
Weakness: Ice/Water
Gil: 150
Exp: 1,600
AP: 3
Steal: Potion
Drop:
Magus
Type: Wizard
Location: Cave to Yggdrasil
HP: 320
Weakness: None
Gil: 52
Exp: 192
AP: 1
Steal: Potion
Drop:
***Manatoise***
Type: Oreotoise
Location: Northern Cave
HP: 800
Weakness: Ice
Gil: 0
Exp: 900
AP: 0
Steal: n/a
Drop: None
Mandrake
Type: Mandragora
Location: Mt. Rusalka
HP: 750
Weakness: Fire
Gil: 78
Exp: 920
AP: 2
Steal: Eye Drops
Drop: Potion
Mangy Hound
Type: Wolf
Location: Castle Liene
HP: 95
Weakness: None
Gil: 24
Exp: 71.5
AP: 1
Steal: Potion
Drop: Potion
Mantrap
Type: Plant
Location: Mazewood
HP: 380
Weakness: Fire
Gil: 92
Exp: 190
AP: 2
Steal: Potion
Drop:
Martial Artist
Type: Avalonian
Location: Mt. Gulg
HP: 1,900
Weakness: None
Gil: 190
Exp: 2,000
AP: 5
Steal: Headgear
Drop:
Megalodoth
Type: Mammoth
Location: Mt. Verde, Alfheim
HP: 420
Weakness: None
Gil: 64
Exp: 200
AP: 3
Steal: Potion
Drop:
Mindflayer
Type: Illithid
Location: Cave of Fulmination
HP: 450
Weakness: None
Gil: 85
Exp: 348
AP: 2
Steal: Potion
Drop:
Mouse
Type: Rat
Location: Rusalka Sewers
HP: 5
Weakness: None
Gil: 0
Exp: 50
AP: 0
Steal: None
Drop:
Mud Golem
Type: Golem
Location: Crystal Temple, Mt. Liene
HP: 210
Weakness: Fire
Gil: 48
Exp: 140
AP: 2
Steal: Tent
Drop: Tent
Nereid
Type: Nereid
Location: Underwater Temple
HP: 3,750
Weakness: None
Gil: 0
Exp: 6,000
AP: 12
Steal: Hi-Potion
Drop:
Nutkin
Type: Squirrel
Location: Lux
HP: 25
Weakness: None
Gil: 8
Exp: 10
AP: 1
Steal: Potion
Drop: Potion
Oceanus
Type: Gigas
Location: Underwater Temple
HP: 3,200
Weakness: None
Gil: 195
Exp: 2,950
AP: 8
Steal: Hi-Potion
Drop:
Ogre
Type: Ogre
Location: Dragon Valley
HP: 550
Weakness: None
Gil: 148
Exp: 640
AP: 2
Steal: Hi-Potion
Drop: Tent
Ogre Chief
Type: Ogre
Location: Mt. Falgabard
HP: 2,200
Weakness: None
Gil: 128
Exp: 2,100
AP: 6
Steal: Hi-Potion
Drop:
Ostrich
Type: Ostrich
Location: Braska
HP: 250
Weakness: None
Gil: 57
Exp: 184
AP: 1
Steal: Potion
Drop:
Outcast
Type: Lich
Location: Cave of Dread
HP: 650
Weakness: Dark
Gil: 87
Exp: 780
AP: 3
Steal: Hi-Potion
Drop: Hi-Potion
Phalanx
Type: Avalonian
Location: Castle Liene
HP: 225
Weakness: None
Gil: 37
Exp: 128.5
AP: 1
Steal: Potion
Drop: Bronze Shield
Pineapple
Type: Bomb
Location: Cave to Deistm Cave to Yggdrasil
HP: 210
Weakness: Wind
Gil: 56
Exp: 255
AP: 1
Steal: Potion
Drop: Potion
Pirate
Type: Human
Location: Capo
HP: 960
Weakness: None
Gil: 38
Exp: 1,150
AP: 4
Steal: Bandana
Drop:
Plant Spider
Type: Bramble
Location: Rusalka
HP: 760
Weakness: Fire
Gil: 77
Exp: 980
AP: 2
Steal: Antidote
Drop: Antidote
Prometheus
Type: Giant
Location: Mt. Gulg
HP: 2,700
Weakness: Ice/Water
Gil: 180
Exp: 2,550
AP: 8
Steal: Hi-Potion
Drop:
Pyrolisk
Type: Cocatrice
Location: Mt. Gulg
HP: 980
Weakness: None
Gil: 155
Exp: 1,800
AP: 3
Steal: Phoenix Down
Drop:
Python
Type: Serpent
Location: Northern Cave
HP: 67
Weakness: Ice
Gil: 12
Exp: 24
AP: 1
Steal: Antidote
Drop:
Rabid Nutkin
Type: Squirrel
Location: Braska
HP: 200
Weakness: None
Gil: 60
Exp: 164
AP: 1
Steal: Potion
Drop: Potion
***Ramuh***
Type: Eidolon
Location: Cave of Fulmination
HP: 7200
Weakness: None
Gil: 0
Exp: 25,000
AP: 15
Steal: Potion
Drop:
Red Cap
Type: Goblin
Location: Cave to Deist, Deist, Dragon Valley
HP: 220
Weakness: None
Gil: 70
Exp: 310
AP: 1
Steal: Leather Shoes
Drop: Potion
Red Mousse
Type: Flan
Location: Crystal Temple
HP: 32
Weakness: Fire
Gil: 21
Exp: 40
AP: 1
Steal: Potion
Drop: Potion
Red Soul
Type: Spirit
Location: Cave to Yggdrasil
HP: 198
Weakness: Ice
Gil: 55
Exp: 270
AP: 2
Steal: Potion
Drop:
Rukh
Type: Zuu
Location: Rusalka
HP: 1,760
Weakness: Wind
Gil: 180
Exp: 2,100
AP: 8
Steal: Hi-Potion
Drop:
Sahagin
Type: Sahagin
Location: Underwater Temple
HP: 990
Weakness: Lightning
Gil: 158
Exp: 1,500
AP: 3
Steal: Hi-Potion
Drop: Mythril Spear
Scout
Type: Avalonian
Location: Mazewood
HP: 550
Weakness: None
Gil: 150
Exp: 1000
AP: 7
Steal: Steel Helm
Drop:
Sea Snake
Type: Serpent
Location: Underwater Temple
HP: 980
Weakness: Lightning
Gil: 174
Exp: 1,600
AP: 4
Steal: Hi-Potion
Drop:
Sergeant
Type: Avalonian
Location: Caslte Liene
HP: 190
Weakness: None
Gil: 38
Exp: 118.5
AP: 1
Steal: Potion
Drop: Bronze Shield
Sergeant Major
Type: Avalonian
Location: Airship (Ch. 1)
HP: 250
Weakness: None
Gil: 47
Exp: 155
AP: 2
Steal: Broadsword
Drop:
***Shiva***
Type: Eidolon
Location: Glacial Cave
HP: 12,000
Weakness: Fire
Gil: 0
Exp: 32,000
AP: 20
Steal: Ether
Drop:
Shroomer
Type: Toadstool
Location: Umberwood
HP: 720
Weakness: Fire
Gil: 77
Exp: 840
AP: 2
Steal: Antidote
Drop:
Sidewinder
Type: Serpent
Location: Dragon Valley
HP: 360
Weakness: Ice
Gil: 90
Exp: 450
AP: 2
Steal: Antidote
Drop:
Siren
Type: Mermaid
Location: Pirate Cave
HP: 710
Weakness: Lightning
Gil: 99
Exp: 1,000
AP: 3
Steal: Echo Grass
Drop:
Snake
Type: Serpent
Location: Rusalka Sewers
HP: 20
Weakness: None
Gil: 0
Exp: 100
AP: 0
Steal: None
Drop:
Soldier
Type: Avalonian
Location: Castle Liene
HP: 155
Weakness: None
Gil: 28
Exp: 97
AP: 1
Steal: Potion
Drop:
Sorcerer
Type: Avalonian
Location: Mt. Gulg
HP: 800
Weakness: None
Gil: 190
Exp: 2,000
AP: 5
Steal: Mythril Rod
Drop: Mythril Rod
Soul of Hate
Type: Spirit
Location: Castle Falgabard
HP: 750
Weakness: None
Gil: 225
Exp: 1,000
AP: 4
Steal: Potion
Drop:
Sprinter
Type: Ostrich
Location: Mt. Liene, Mt. Lux
HP: 90
Weakness: None
Gil: 24
Exp: 60
AP: 1
Steal: Potion
Drop:
Statue
Type: Giant
Location: Castle Liene
HP: 370
Weakness: Lightning
Gil: 100
Exp: 252
AP: 2
Steal: Hi-Potion
Drop:
Steel Bat
Type: Bat
Location: Castle Lux, Northern Cave
HP: 38
Weakness: Fire/Wind
Gil: 5
Exp: 12
AP: 1
Steal:
Drop:
Stinger
Type: Wasp
Location: Dragon Valley, Yggdrasil
HP: 290
Weakness: Wind
Gil: 72
Exp: 375
AP: 1
Steal: Antidote
Drop: Antidote
Stone Golem
Type: Golem
Location: Capo
HP: 1,100
Weakness: Fire
Gil: 70
Exp: 1,000
AP: 4
Steal: Potion
Drop:
Stray Fang
Type: Wolf
Location: Deist
HP:
Weakness:
Gil: 60
Exp: 295
AP: 1
Steal: Potion
Drop: Potion
Stunner
Type: Rat
Location: Crystal Temple
HP: 78
Weakness: None
Gil: 14
Exp: 26.5
AP: 1
Steal: Potion
Drop:
***Styx***
Type: Avalonian General
Location: Underwater Temple
HP:
Weakness: Lightning
Gil: 0
Exp: 32,000
AP: 35
Steal: None
Drop: Lamia's Harp
Swordsman
Type: Avalonian
Location: Airship (Ch. 1)
HP: 240
Weakness: None
Gil: 42
Exp: 150
AP: 1
Steal: Potion
Drop: Iron Sword
Tarantula
Type: Spider
Location: Castle Lux, Northern Cave
HP: 40
Weakness: None
Gil: 6
Exp: 13
AP: 1
Steal:
Drop:
Thunder Harpy
Type: Wyvern
Location: Cave of Fulmination
HP: 750
Weakness: Wind
Gil: 250
Exp: 920
AP: 4
Steal: Hi-Potion
Drop:
***Titan***
Type: Eidolon
Location: Cave of Convulsion
HP: 9,000
Weakness: None
Gil: 0
Exp: 26,000
AP: 15
Steal: Ether
Drop:
Tokudaia
Type: Echidna
Location: Mt. Verde
HP: 152
Weakness: None
Gil: 40
Exp: 80
AP: 1
Steal: Golden Needle
Drop:
Torosaurus
Type: Dinosaur
Location: Mazewood
HP: 1,800
Weakness: None
Gil: 450
Exp: 1,300
AP: 8
Steal: Potion
Drop:
Torpid Bomb
Type: Bomb
Location: Underwater Temple
HP: 850
Weakness: Wind
Gil: 108
Exp: 1,680
AP: 4
Steal:
Drop:
Treant
Type: Treant
Location: Mazewood
HP: 460
Weakness: Fire
Gil: 50
Exp: 192
AP: 2
Steal: Potion
Drop:
Triffid
Type: Treant
Location: Braska
HP: 230
Weakness: Fire
Gil: 60
Exp: 164
AP: 2
Steal: Potion
Drop:
Tunneler
Type: Millepede
Location: Cave to Deist
HP: 570
Weakness: None
Gil: 85
Exp: 248
AP: 2
Steal: Potion
Drop: Tent
Urok
Type: Crustacean
Location: Rusalka
HP: 720
Weakness: None
Gil: 89
Exp: 950
AP: 2
Steal: Antidote
Drop:
Vampire Thorn
Type: Bramble
Location: Mazewood
HP: 320
Weakness: Fire
Gil: 70
Exp: 240
AP: 2
Steal:
Drop:
Vassago
Type: Demon
Location: Crystal Temple
HP: 110
Weakness: None
Gil: 21
Exp: 65
AP: 1
Steal: Potion
Drop: Potion
***Vata***
Type: Avalonian General
Location: Highwind Tower
HP: 9,200
Weakness: None
Gil: 0
Exp: 27,500
AP: 25
Steal: None
Drop: Javelin
Vicious Clam
Type: Slug
Location: Pirate Cave
HP: 880
Weakness: Lightning
Gil: 135
Exp: 1,100
AP: 3
Steal: Hi-Potion
Drop:
Vortex
Type: Element
Location: Forest of the Fey
HP: 2,000
Weakness: None
Gil: 2,000
Exp: 5,000
AP: 3
Steal: Ether
Drop:
***Watchbeast (1st)***
Type: Guardian
Location: Crystal Temple
HP: 1600
Weakness: Fire
Gil: 0
Exp: 0
AP: n/a
Steal: n/a
Drop: None
***Watchbeast (2nd)***
Type: Guardian
Location: Crystal Temple
HP: 2200
Weakness: Fire
Gil: 0
Exp: 1800
AP: n/a
Steal: n/a
Drop: None
Water Scorpion
Type: Scorpion
Location: Underwater Temple
HP: 760
Weakness: None
Gil: 135
Exp: 1,620
AP: 4
Steal: Antidote
Drop: Phoenix Down
Wererat
Type: Rat
Location: Castle Lux
HP: 35
Weakness: None
Gil: 6
Exp: 12
AP: 1
Steal:
Drop:
Weresoldier
Type: Avalonian
Location: Mt. Rusalka
HP: 8,000
Weakness: None
Gil: 0
Exp: 23,000
AP: 15
Steal: Mythril Armor
Drop:
Werewolf
Type: Lycanthrope
Location: Deist
HP: 280
Weakness: None
Gil: 48
Exp: 204
AP: 1
Steal: Potion
Drop: Potion
White Mousse
Type: Flan
Location: Cave to Yggdrasil
HP: 128
Weakness: Ice
Gil: 65
Exp: 255
AP: 2
Steal: Hi-Potion
Drop:
Wild Rat
Type: Rat
Location: Castle Liene, Mt. Verde
HP: 165
Weakness: Fire
Gil: 25
Exp: 95
AP: 1
Steal: Potion
Drop:
Wood Eater
Type: Squirrel
Location: Yggdrasil
HP: 420
Weakness: None
Gil: 80
Exp: 375
AP: 2
Steal: Maiden's Kiss
Drop:
Wood Eyes
Type: Treant
Location: Near Crystal Temple
HP: 70
Weakness: Fire
Gil: 15
Exp: 25
AP: 1
Steal: Potion
Drop:
Wyrm
Type: Wyvern
Location: Mt. Rusalka
HP: 1,750
Weakness: Wind
Gil: 176
Exp: 2,500
AP: 6
Steal: Hi-Potion
Drop:
Wyvern
Type: Wyvern
Location: Highwind Tower
HP: 630
Weakness: Wind
Gil: 220
Exp: 980
AP: 3
Steal: Hi-Potion
Drop:
Yellow Jelly
Type: Flan
Location: Castle Liene, Mt. Verde
HP: 60
Weakness: Lightning
Gil: 40
Exp: 90
AP: 1
Steal: Potion
Drop:
Zombie
Type: Ghoul
Location: Zombie
HP: 290
Weakness: Fire/Light
Gil: 74
Exp: 170
AP: 1
Steal: Antidote
Drop: Potion
Zuu
Type: Zuu
Location: Dragon Valley
HP: 850
Weakness: Wind
Gil: 230
Exp: 1,100
AP: 8
Steal: Hi-Potion
Drop:
===============================================================================
Experience [ffd_exp]
===============================================================================
All characters require the same amount of experience to reach the next level;
that is, there's no difference in required experience for a Level 50 Sol or a
Level 50 Glaive. Below is a list of how many experience points are required for
each level.
LV 1: 0
LV 2: 0
LV 3: 97
LV 4: 173
LV 5: 261
LV 6: 389
LV 7: 587
LV 8: 821
LV 9: 1,133
LV 10: 1,555
LV 11: 2,087
LV 12: 2,730
LV 13: 3,476
LV 14: 4,339
LV 15: 5,323
LV 16: 6,413
LV 17: 7,764
LV 18: 9,440
LV 19: 11,504
LV 20: 14,014
LV 21: 17,028
LV 22: 20,601
LV 23: 24,784
LV 24: 29,628
LV 25: 35,180
LV 26: 41,484
LV 27: 49,192
LV 28: 57,085
LV 29: 64,998
LV 30: 74,278
LV 31: 84,567
LV 32: 95,653
LV 33: 107,551
LV 34: 120,274
LV 35: 133,831
LV 36: 148,229
LV 37: 163,916
LV 38: 180,968
LV 39: 199,462
LV 40: 219,480
LV 41: 241,101
LV 42: 264,411
LV 43: 289,495
LV 44:
LV 45:
LV 46:
LV 47:
LV 48:
LV 49:
LV 50:
LV 51:
LV 52:
LV 53:
LV 54:
LV 55:
LV 56:
LV 57:
LV 58:
LV 59:
LV 60:
LV 61:
LV 62:
LV 63:
LV 64:
LV 65:
LV 66:
LV 67:
LV 68:
LV 69:
LV 70:
LV 71:
LV 72:
LV 73:
LV 74:
LV 75:
LV 76:
LV 77:
LV 78:
LV 79:
LV 80:
LV 81:
LV 82:
LV 83:
LV 84:
LV 85:
LV 86:
LV 87:
LV 88:
LV 89:
LV 90:
LV 91:
LV 92:
LV 93:
LV 94:
LV 95:
LV 96:
LV 97:
LV 98:
LV 99:
_______________________________________________________________________________
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
| VI. Jobs [ffd_job] |
|_____________________________________________________________________________|
Jobs in Final Fantasy Dimensions function similarly to other games in the
series. Each character can equip a Job which is how they learn abilities.
After battle, in addition to experience you'll also earn Ability Points (AP)
which go towards the specific Job equipped.
When you earn a certain amount of AP you will level the character's equipped
Job. When you earn a Job level, your stats will increase and at some levels
you'll earn an ability. Some of these abilities are action commands, requiring
you to use it in battle, and others are passive, like a percentage boost to a
specific stat. Action commands are marked with an exclamation point in-game.
In addition to specific abilities, each Job can learn a skillset which
includes multiple skills. For example, the Warrior learns Battle Arts as a
skillset; then, when leveling up, he will learn more Battle Arts that fall
under that ability. So when you equip Battle Arts on another Job, you will have
access to all Battle Arts you've learned so far.
Once you've learned an ability you can equip it on that character regardless
of what Job he/she currently has equipped. Every ability takes a specified
number of slots to equip, limiting how many abilities you can equip at once and
allowing you to customize the skills each character can use. Of course, the
higher the Job level the better the abilities normally are. You can increase
the number of slots available by leveling Jobs up, also.
You start off with a level cap of 3 for each Job. As you play the game your
party will earn Job Points (JP) which can be used to raise this level cap to a
maximum of 20. Each JP will raise the level cap by 1, so it will take 17 JP to
fully master a Job.
Playing through the game normally will earn you 69 JP, or enough points to
master 4 Jobs on each character. JP can also be earned by trading in Moogle
Coins, which are found late in the game, and by farming a secret boss available
after finishing the main story if you want to master all the Jobs.
A few things to keep in mind that are that while Jobs are learned individually,
JP is shared by the party. So if you want to have 2 master Monks, you'll need
to have both characters learn the Monk Job. However when your party gets 5 JP
for progressing through the story, each character will be able to use 5 JP to
raise the level cap on a specific Job.
You will also have access to different jobs based on which characters you use.
Since the group is split between the Light and Dark worlds, each party will
gain different Job options other than the starting Jobs found early in the
game. This will make for some strategic decisions on who you want to use late
in the game.
The lists below show how many AP you need to level each Job up to it's max
level and what abilities you earn along the way. Every Job gains additional
Ability slots at levels 10 and 19. I've also noted which levels grant abilities
which can be used for F-Abilities. For more specific info on this, check the
F-Abilities section.
+--------------------+
| Warrior [ffd_jwar] |
+--------------------+
"Specializes in weapon attacks. uses Battle Arts to attack."
Equip: Swords, Spears, Axes, Bows, Shields, Helms and Armor
Job Level AP Ability
1 10 !Battle Arts
2 20
3 35 BA: Bash
4 55
5 70 Counter
6 90
7 120 BA: Enrage
8 130
9 160
10 190 Slot +1
11 220
12 250
13 280 STR +20%
14 320
15 360 BA: War Cry
16 400
17 440
18
19 Slot +1
20
F-Abilities: Nab Gil, Thunder Slash, Boost Jump
+-----------------+
| Monk [ffd_jmon] |
+-----------------+
"Uses the body as a weapon. Uses Martial arts to attack."
Equip: Claws, Hats, Leathers
Job Level AP Ability
1 15 !Martial Arts
2 30
3 40 !Focus
4 50 MA: Lotus Strike
5 65
6 85 MA: Aurablast
7 100
8 125 VIT +20%
9 150
10 180 Slot +1
11 210 !Riposte
12 240
13 280 MA: Chakra
14 340
15 370 MA:Vacuum Wave
16 410
17 450
18
19 Slot +1
20
F-Abilities: Crescent Kick
+------------------+
| Thief [ffd_jthi] |
+------------------+
"Takes advantage of speed. Abilities have high utility."
Equip: Knives, Katanas, Bows, Boomerangs, Hats, Leathers
Job Level AP Ability
1 30 !Pickpocket
2 40
3 50 !Flee
4 65
5 80 Item Finder
6 95
7 110
8 130 !Steal
9 150
10 170 Slot +1
11 200
12 230 Vigilance
13 270
14 310 SPD +10%
15 350
16
17
18
19 Slot +1
20
F-Abilities: Nab Gil
+---------------------+
| Red Mage [ffd_jrmg] |
+---------------------+
"Utilizes White/Black magic. A jack of all trades."
Equip: Knives, Swords, Staves, Rods, Bows, Shields, Hats, Caps, Hauberks, Robes
Job Level AP Ability
1 35 !Red Magic LV1
2 55
3 80 HP +20%
4 100
5 130 !Red Magic Lv2
6 160
7 190
8 220 !Attune Blade
9 250
10 280 Slot +1
11 300 !Red Magic Lv3
12 330
13 360 !Red Magic Lv4
14 380
15
16
17
18
19 Slot +1
20
F-Abilities: (see White/Black Magic)
+-----------------------+
| White Mage [ffd_jwmg] |
+-----------------------+
"Specializes in White Magic. Heals and Supports."
Equip: Staves, Bows, Caps, Robes
Job Level AP Ability
1 20 !White Magic LV1
2 40
3 60 !White Magic LV2
4 80
5 100 MND +20%
6 120
7 140 !White Magic Lv3
8 160
9 180 !White Magic Lv4
10 200 Slot +1
11
12
13
14
15
16
17
18
19 Slot +1
20
F-Abilities: Magic Bomb, Magic Bomb 2, Magic Bomb 3, Magic Missile
+-----------------------+
| Black Mage [ffd_jbmg] |
+-----------------------+
"Specializes in Black Magic. Has various offensive spells."
Equip: Knives, Rods, Bows, Caps, Robes
Job Level AP Ability
1 20 !Black Magic LV1
2 40
3 60 !Black Magic LV2
4 80
5 100 INT +20%
6 120
7 140 !Black Magic Lv3
8 160
9 180 !Black Magic Lv4
10 200 Slot +1
11 220
12
13
14
15
16
17
18
19 Slot +1
20
F-Abilities: Magic Bomb, Magic Bomb 2, Magic Bomb 3, Magic Missile
+---------------------+
| Summoner [ffd_jsum] |
+---------------------+
"Specializes in summoning Eidolons for various effects."
Equip: Knives, Staves, Rods, Whips, Caps, Robes
Job Level AP Ability
1 30 !Summon Lv1
2 50
3 70
4 90
5 110 MP +20%
6 130
7 160 !Summon Lv2
8 180
9 200 !Summon Lv3
10 220 Slot +1
11 250
12 270 !Summon Lv4
13 300
14
15
16
17
18
19 Slot +1
20
F-Abilities: Crescent Kick
+--------------------+
| Dragoon [ffd_jdra] |
+--------------------+
"Specializes in jumping attacks. Uses versatile Dragon Arts."
Equip: Swords, Spears, Shields, Helms, Armor
Job Level AP Ability
1 30 !Dragon Arts
2 50 DA:Blizzard Breath
3 70
4 90 DA:Thunder Breath
5 110
6 130 DA:Healing Breath
7
8
9
10 Slot +1
11
12
13
14
15
16
17
18
19 Slot +1
20
F-Abilities: Boost Jump
+-------------------+
| Ranger [ffd_jran] |
+-------------------+
"Master of long range combat. Attacks inflict various status."
Equip: Knives, Axes, Bows, Whips, Boomerangs, Hats, Leathers
Job Level AP Ability
1 20 !Aim
2 40 A:Aim:Mouth
3 60
4 80 A:Aim:Legs
5 100
6 120 Recover
7 140
8
9
10 Slot +1
11
12
13
14
15
16
17
18
19 Slot +1
20
F-Abilities:
_______________________________________________________________________________
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
| VII. Abilities [ffd_abi] |
|_____________________________________________________________________________|
Here I'll lists what each of the Jobs' abilities are and what they do. Within
parentheses following the ability name are two numbers: the amount of MP
required if indicated, otherwise the number of slots required to equip the
ability. Remember that the exclamation point is the game's way of indicating a
command ability rather than a passive ability.
===============================================================================
Warrior [ffd_war]
===============================================================================
!Battle Arts (2)---------- Grants the ability to use Battle Arts abilities.
BA:Strike (4MP) ---------- Deals a critical attack to a single enemy.
BA:Bash (5MP) ------------ Deals damage to a single enemy and inflicts Confuse,
causing it to attack randomly.
BA:Enrage (5MP) ---------- Lowers own DEF but raises ATK.
Counter (1) -------------- Sometimes counterattacks when hit by a physical
attack.
STR +20% ----------------- Increases STR by 20%.
BA:War Cry (24MP) -------- Increases ATK for all allies.
===============================================================================
Monk [ffd_mon]
===============================================================================
!Martial Arts (2) -------- Grants the ability to use Martial Arts abilities.
MA:Kick (1MP) ------------ Deals damage to all enemies.
MA:Lotus Strike (8MP) ---- Randomly inflicts Sleep, Paralysis, Slow or
Instant Death on a single enemy.
MA:Aurablast (14MP) ------ Deals light damage to a single target.
!Focus (1) --------------- Stores power to increase strength of next ability.
Can store 3 times.
VIT +20% (1) ------------- Increases VIT by 20%.
!Riposte (1) ------------- Until next turn, chance to nullify and counter a
normal attack.
MA:Chakra (24MP) --------- Restores HP and removes Sleep, Confuse, Paralyze,
Berserk, and Curse on a single target.
MA:Vacuum Wave (18MP) ---- Halves an enemy's HP.
===============================================================================
Thief [ffd_thi]
===============================================================================
!Pickpocket (1) ---------- Steals gil from an enemy.
!Flee (1) ---------------- Flees from battle.
Item Finder (1) ---------- Enemies are more likely to drop items.
!Steal (2) --------------- Steals an item from an enemy.
Vigilance (1) ------------ Prevents sneak attacks and back attacks.
===============================================================================
Red Mage [ffd_rmg]
===============================================================================
!Red Magic Lv. 1-4 (2) --- Grants the ability to cast Lv. 1-4 White and Black
Magic.
HP +20% (1) -------------- Increases HP by 20%.
===============================================================================
White Mage [ffd_wmg]
===============================================================================
!White Magic Lv. 1-7 (2) - Grants the ability to cast Lv. 1-7 White Magic.
MND +20% (1) ------------- Increases MND by 20%.
===============================================================================
Black Mage [ffd_bmg]
===============================================================================
!Black Magic Lv. 1-7 (2) - Grants the ability to cast Lv. 1-7 Black Magic.
INT +20% (1) ------------- Increases INT by 20%.
===============================================================================
Summoner [ffd_sum]
===============================================================================
!Summon Lv. 1-8 (2) ------ Grants the ability to cast Lv. 1-8 Summoning Magic.
MP +20% (1) -------------- Increases MP by 20%.
===============================================================================
Dragoon [ffd_dra]
===============================================================================
!Dragon Arts (2) --------- Grants the ability to
DA:Fire Breath (10MP) ---- Deals fire damage to all enemies.
DA:Blizzard Breath (10MP) Deals ice damage to all enemies.
DA:Thunder Breath (10MP) - Deals lightning damage to all enemies.
DA:Healing Breath (18MP) - Restores HP for all allies.
===============================================================================
Ranger [ffd_ran]
===============================================================================
!Aim (2) ---------------- Grants the ability to use Aim abilities.
A:Precise Shot (3MP) ---- Attacks a single target with an unfailing strike.
A:Aim:Mouth (4MP) ------- Attacks a single target and inflicts Silence,
preventing spell casting.
A:Aim:Legs (4MP) -------- Attacks a single target and inflicts Stun, resetting
its wait time.
===============================================================================
Fusion Abilities [ffd_fus]
===============================================================================
Fusion Abilities, or F-Abilities, are combinations of 2 abilities learned
across 2 different Jobs. They are learned randomly when using either of the
two requisite abilities in battle. This is achieved by equipping one of the
Jobs with the desired abilities and equipping the ability itself on the same
character. What this implies is that each character has to learn
his/her own F-Abilities, making for some customization options when deciding
which abilities you want each character to access since your JP is initially
limited during the main game.
As I briefly mentioned when you first learn about F-Abilities, there's an easy
trick to learning a few more without having to spend JP leveling up specific
Jobs. Since your mages have access to all their magic even at JLV 1, this means
you won't need to level any of your physical-type characters to access higher
level magic. For instance, if you want a Monk to learn Final Heaven, they need
to have the Monk LV20 ability and the Seer LV18 spell. So whoever is your
Master Monk can turn into a Seer and automatically access this spell.
Conversely, however, if you want a magic-based character to learn this same
F-Ability, they'll have to become a Master Monk also, which isn't typically as
useful since you won't be able to focus on magic-based Jobs.
Another tweak of this idea is that some Jobs come with abilities innate. A good
example early on is the Dragoon coming with Jump equipped already. So if you
want your Dragoon to learn Boost Jump, you'll need to also have him become a
Level 7 Warrior. However, if you want your Warrior to learn Boost Jump, just
put Battle Arts on a Level 0 Dragoon and you can learn it without spending the
extra JP on a class you may not want to train.
Another good point to note is that many of the F-Abilities are fun to find,
but not all that useful in the long run. So when planning your party, think
about which ones will be most useful, keeping in mind that the game isn't
that difficult regardless of your initial decisions and you can always grind
out some more levels in the post-game.
Other notes: both groups of characters have the basic jobs, so they can all
learn the associated F-Abilities, but then only learn those that belong to
their specific set of available Jobs. Sol can't learn a Dark Knight F-Ability,
for example. Since you find different Eidolons in either world, you won't
be able to learn some Summon-based F-Abilities until near the end of the game
when the parties join again. The Memorist job for the Light Warriors also
doesn't have any F-Abilities associated with it due to the nature of its
abilities.
The list below breaks out each F-Ability with the associated abilities and JLVs
required to learn it. If an F-Ability doesn't require using any JP to learn I
consider it essentially free and note so with an asterix. I have it sorted by
F-Abilities for the initial Job set, then the Light Jobs and the Dark Jobs.
~~~~~~~~~~~~
Light & Dark
~~~~~~~~~~~~
*Magic Missile (8MP) ----- Deals magic damage to a single target.
Poisona (White Mage L1) + Poison (Black Mage L2)
*Magic Bomb (10MP) ------- Deals magic damage to a single target.
Cure (White Mage L1) + Fire (Black Mage L1)
*Magic Bomb 2 (16MP) ----- Deals magic damage to a single enemy.
Cura (White Mage L3) + Fira (Black Mage L3)
*Thunder Slash (9MP) ----- Deals lightning damage to a single enemy.
Strike (Warrior L1) + Thunder (Black Mage L1)
*Nab Gil (6MP) ----------- Attacks an enemy and steals gil.
Bash (Warrior L3) + Pickpocket (Thief L1)
*Gale Crescent (7MP) ----- Deals wind damage to all enemies.
Kick (Monk L1) + Sylph (Summoner L1)
Boost Jump (10MP) -------- Attacks from the air to deal heavy damage. Cannot be
attacked while jumping.
Enrage (Warrior L7) + Jump (Dragoon L8)
_______________________________________________________________________________
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
| VIII. Credit [ffd_abi] |
|_____________________________________________________________________________|
Thanks to Square-Enix for making the game and releasing it here. It's pretty
great, and it's great that we can play something of this caliber on a phone.
Thanks to the iPhone for having this game on it. Maybe some day the Droid will
get it also. Thanks to everyone who (will) contribute their information and
help, and to everyone on the GameFAQS message boards for building a little
community around the game since it was released. This is a first version so I
haven't gotten to most of the optional content, at which point I'm going to be
asking people for credit since there's already so much great stuff out there.